7210 lines
255 KiB
C
7210 lines
255 KiB
C
/*
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* Copyright 1997-2000 Marcus Meissner
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* Copyright 1998-2000 Lionel Ulmer
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* Copyright 2000-2001 TransGaming Technologies Inc.
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2007-2008 Henri Verbeet
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* Copyright 2006-2008 Roderick Colenbrander
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* Copyright 2009-2011 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
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struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
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const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter);
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static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
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struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *fx,
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WINED3DTEXTUREFILTERTYPE filter);
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static void surface_cleanup(struct wined3d_surface *surface)
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{
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TRACE("surface %p.\n", surface);
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if (surface->texture_name || (surface->flags & SFLAG_PBO)
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|| surface->rb_multisample || surface->rb_resolved
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|| !list_empty(&surface->renderbuffers))
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{
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struct wined3d_renderbuffer_entry *entry, *entry2;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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context = context_acquire(surface->resource.device, NULL);
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gl_info = context->gl_info;
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ENTER_GL();
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if (surface->texture_name)
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{
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TRACE("Deleting texture %u.\n", surface->texture_name);
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glDeleteTextures(1, &surface->texture_name);
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}
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if (surface->flags & SFLAG_PBO)
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{
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TRACE("Deleting PBO %u.\n", surface->pbo);
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GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
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}
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if (surface->rb_multisample)
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{
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TRACE("Deleting multisample renderbuffer %u.\n", surface->rb_multisample);
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gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
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}
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if (surface->rb_resolved)
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{
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TRACE("Deleting resolved renderbuffer %u.\n", surface->rb_resolved);
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gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
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}
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
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{
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TRACE("Deleting renderbuffer %u.\n", entry->id);
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gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
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HeapFree(GetProcessHeap(), 0, entry);
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}
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LEAVE_GL();
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context_release(context);
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}
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if (surface->flags & SFLAG_DIBSECTION)
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{
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/* Release the DC. */
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SelectObject(surface->hDC, surface->dib.holdbitmap);
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DeleteDC(surface->hDC);
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/* Release the DIB section. */
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DeleteObject(surface->dib.DIBsection);
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surface->dib.bitmap_data = NULL;
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surface->resource.allocatedMemory = NULL;
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}
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if (surface->flags & SFLAG_USERPTR)
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wined3d_surface_set_mem(surface, NULL);
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if (surface->overlay_dest)
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list_remove(&surface->overlay_entry);
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HeapFree(GetProcessHeap(), 0, surface->palette9);
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resource_cleanup(&surface->resource);
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}
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void surface_update_draw_binding(struct wined3d_surface *surface)
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{
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if (!surface_is_offscreen(surface) || wined3d_settings.offscreen_rendering_mode != ORM_FBO)
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surface->draw_binding = SFLAG_INDRAWABLE;
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else if (surface->resource.multisample_type)
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surface->draw_binding = SFLAG_INRB_MULTISAMPLE;
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else
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surface->draw_binding = SFLAG_INTEXTURE;
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}
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void surface_set_container(struct wined3d_surface *surface, enum wined3d_container_type type, void *container)
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{
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TRACE("surface %p, container %p.\n", surface, container);
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if (!container && type != WINED3D_CONTAINER_NONE)
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ERR("Setting NULL container of type %#x.\n", type);
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if (type == WINED3D_CONTAINER_SWAPCHAIN)
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{
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surface->get_drawable_size = get_drawable_size_swapchain;
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}
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else
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{
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switch (wined3d_settings.offscreen_rendering_mode)
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{
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case ORM_FBO:
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surface->get_drawable_size = get_drawable_size_fbo;
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break;
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case ORM_BACKBUFFER:
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surface->get_drawable_size = get_drawable_size_backbuffer;
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break;
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default:
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ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
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return;
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}
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}
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surface->container.type = type;
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surface->container.u.base = container;
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surface_update_draw_binding(surface);
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}
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struct blt_info
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{
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GLenum binding;
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GLenum bind_target;
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enum tex_types tex_type;
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GLfloat coords[4][3];
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};
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struct float_rect
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{
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float l;
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float t;
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float r;
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float b;
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};
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static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
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{
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f->l = ((r->left * 2.0f) / w) - 1.0f;
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f->t = ((r->top * 2.0f) / h) - 1.0f;
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f->r = ((r->right * 2.0f) / w) - 1.0f;
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f->b = ((r->bottom * 2.0f) / h) - 1.0f;
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}
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static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
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{
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GLfloat (*coords)[3] = info->coords;
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struct float_rect f;
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switch (target)
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{
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default:
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FIXME("Unsupported texture target %#x\n", target);
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/* Fall back to GL_TEXTURE_2D */
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case GL_TEXTURE_2D:
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info->binding = GL_TEXTURE_BINDING_2D;
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info->bind_target = GL_TEXTURE_2D;
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info->tex_type = tex_2d;
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coords[0][0] = (float)rect->left / w;
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coords[0][1] = (float)rect->top / h;
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coords[0][2] = 0.0f;
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coords[1][0] = (float)rect->right / w;
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coords[1][1] = (float)rect->top / h;
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coords[1][2] = 0.0f;
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coords[2][0] = (float)rect->left / w;
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coords[2][1] = (float)rect->bottom / h;
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coords[2][2] = 0.0f;
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coords[3][0] = (float)rect->right / w;
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coords[3][1] = (float)rect->bottom / h;
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coords[3][2] = 0.0f;
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break;
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case GL_TEXTURE_RECTANGLE_ARB:
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info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
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info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
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info->tex_type = tex_rect;
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coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
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coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
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coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
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coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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cube_coords_float(rect, w, h, &f);
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coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
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coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
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coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
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coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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cube_coords_float(rect, w, h, &f);
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coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
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coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
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coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
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coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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cube_coords_float(rect, w, h, &f);
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coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
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coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
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coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
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coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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cube_coords_float(rect, w, h, &f);
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coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
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coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
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coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
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coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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cube_coords_float(rect, w, h, &f);
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coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
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coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
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coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
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coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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info->tex_type = tex_cube;
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cube_coords_float(rect, w, h, &f);
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coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
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coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
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coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
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coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
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break;
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}
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}
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static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out)
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{
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if (rect_in)
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*rect_out = *rect_in;
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else
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{
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rect_out->left = 0;
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rect_out->top = 0;
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rect_out->right = surface->resource.width;
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rect_out->bottom = surface->resource.height;
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}
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}
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/* GL locking and context activation is done by the caller */
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void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
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const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
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{
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struct blt_info info;
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surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
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glEnable(info.bind_target);
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checkGLcall("glEnable(bind_target)");
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context_bind_texture(context, info.bind_target, src_surface->texture_name);
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/* Filtering for StretchRect */
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glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
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wined3d_gl_mag_filter(magLookup, Filter));
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checkGLcall("glTexParameteri");
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glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
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wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
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checkGLcall("glTexParameteri");
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glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
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if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
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glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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checkGLcall("glTexEnvi");
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/* Draw a quad */
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord3fv(info.coords[0]);
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glVertex2i(dst_rect->left, dst_rect->top);
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glTexCoord3fv(info.coords[1]);
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glVertex2i(dst_rect->right, dst_rect->top);
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glTexCoord3fv(info.coords[2]);
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glVertex2i(dst_rect->left, dst_rect->bottom);
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glTexCoord3fv(info.coords[3]);
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glVertex2i(dst_rect->right, dst_rect->bottom);
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glEnd();
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/* Unbind the texture */
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context_bind_texture(context, info.bind_target, 0);
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/* We changed the filtering settings on the texture. Inform the
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* container about this to get the filters reset properly next draw. */
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if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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struct wined3d_texture *texture = src_surface->container.u.texture;
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texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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texture->texture_rgb.states[WINED3DTEXSTA_SRGBTEXTURE] = FALSE;
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}
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}
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static HRESULT surface_create_dib_section(struct wined3d_surface *surface)
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{
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const struct wined3d_format *format = surface->resource.format;
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SYSTEM_INFO sysInfo;
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BITMAPINFO *b_info;
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int extraline = 0;
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DWORD *masks;
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UINT usage;
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HDC dc;
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TRACE("surface %p.\n", surface);
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if (!(format->flags & WINED3DFMT_FLAG_GETDC))
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{
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WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(format->id));
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return WINED3DERR_INVALIDCALL;
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}
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switch (format->byte_count)
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{
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case 2:
|
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case 4:
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/* Allocate extra space to store the RGB bit masks. */
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b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD));
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break;
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case 3:
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b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER));
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break;
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default:
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/* Allocate extra space for a palette. */
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b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * (1 << (format->byte_count * 8)));
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break;
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}
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|
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if (!b_info)
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return E_OUTOFMEMORY;
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|
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/* Some applications access the surface in via DWORDs, and do not take
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* the necessary care at the end of the surface. So we need at least
|
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* 4 extra bytes at the end of the surface. Check against the page size,
|
|
* if the last page used for the surface has at least 4 spare bytes we're
|
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* safe, otherwise add an extra line to the DIB section. */
|
|
GetSystemInfo(&sysInfo);
|
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if( ((surface->resource.size + 3) % sysInfo.dwPageSize) < 4)
|
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{
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extraline = 1;
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TRACE("Adding an extra line to the DIB section.\n");
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}
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|
|
b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
|
|
/* TODO: Is there a nicer way to force a specific alignment? (8 byte for ddraw) */
|
|
b_info->bmiHeader.biWidth = wined3d_surface_get_pitch(surface) / format->byte_count;
|
|
b_info->bmiHeader.biHeight = 0 - surface->resource.height - extraline;
|
|
b_info->bmiHeader.biSizeImage = (surface->resource.height + extraline)
|
|
* wined3d_surface_get_pitch(surface);
|
|
b_info->bmiHeader.biPlanes = 1;
|
|
b_info->bmiHeader.biBitCount = format->byte_count * 8;
|
|
|
|
b_info->bmiHeader.biXPelsPerMeter = 0;
|
|
b_info->bmiHeader.biYPelsPerMeter = 0;
|
|
b_info->bmiHeader.biClrUsed = 0;
|
|
b_info->bmiHeader.biClrImportant = 0;
|
|
|
|
/* Get the bit masks */
|
|
masks = (DWORD *)b_info->bmiColors;
|
|
switch (surface->resource.format->id)
|
|
{
|
|
case WINED3DFMT_B8G8R8_UNORM:
|
|
usage = DIB_RGB_COLORS;
|
|
b_info->bmiHeader.biCompression = BI_RGB;
|
|
break;
|
|
|
|
case WINED3DFMT_B5G5R5X1_UNORM:
|
|
case WINED3DFMT_B5G5R5A1_UNORM:
|
|
case WINED3DFMT_B4G4R4A4_UNORM:
|
|
case WINED3DFMT_B4G4R4X4_UNORM:
|
|
case WINED3DFMT_B2G3R3_UNORM:
|
|
case WINED3DFMT_B2G3R3A8_UNORM:
|
|
case WINED3DFMT_R10G10B10A2_UNORM:
|
|
case WINED3DFMT_R8G8B8A8_UNORM:
|
|
case WINED3DFMT_R8G8B8X8_UNORM:
|
|
case WINED3DFMT_B10G10R10A2_UNORM:
|
|
case WINED3DFMT_B5G6R5_UNORM:
|
|
case WINED3DFMT_R16G16B16A16_UNORM:
|
|
usage = 0;
|
|
b_info->bmiHeader.biCompression = BI_BITFIELDS;
|
|
masks[0] = format->red_mask;
|
|
masks[1] = format->green_mask;
|
|
masks[2] = format->blue_mask;
|
|
break;
|
|
|
|
default:
|
|
/* Don't know palette */
|
|
b_info->bmiHeader.biCompression = BI_RGB;
|
|
usage = 0;
|
|
break;
|
|
}
|
|
|
|
if (!(dc = GetDC(0)))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, b_info);
|
|
return HRESULT_FROM_WIN32(GetLastError());
|
|
}
|
|
|
|
TRACE("Creating a DIB section with size %dx%dx%d, size=%d.\n",
|
|
b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight,
|
|
b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
|
|
surface->dib.DIBsection = CreateDIBSection(dc, b_info, usage, &surface->dib.bitmap_data, 0, 0);
|
|
ReleaseDC(0, dc);
|
|
|
|
if (!surface->dib.DIBsection)
|
|
{
|
|
ERR("Failed to create DIB section.\n");
|
|
HeapFree(GetProcessHeap(), 0, b_info);
|
|
return HRESULT_FROM_WIN32(GetLastError());
|
|
}
|
|
|
|
TRACE("DIBSection at %p.\n", surface->dib.bitmap_data);
|
|
/* Copy the existing surface to the dib section. */
|
|
if (surface->resource.allocatedMemory)
|
|
{
|
|
memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory,
|
|
surface->resource.height * wined3d_surface_get_pitch(surface));
|
|
}
|
|
else
|
|
{
|
|
/* This is to make maps read the GL texture although memory is allocated. */
|
|
surface->flags &= ~SFLAG_INSYSMEM;
|
|
}
|
|
surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
|
|
|
|
HeapFree(GetProcessHeap(), 0, b_info);
|
|
|
|
/* Now allocate a DC. */
|
|
surface->hDC = CreateCompatibleDC(0);
|
|
surface->dib.holdbitmap = SelectObject(surface->hDC, surface->dib.DIBsection);
|
|
TRACE("Using wined3d palette %p.\n", surface->palette);
|
|
SelectPalette(surface->hDC, surface->palette ? surface->palette->hpal : 0, FALSE);
|
|
|
|
surface->flags |= SFLAG_DIBSECTION;
|
|
|
|
HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
|
|
surface->resource.heapMemory = NULL;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void surface_prepare_system_memory(struct wined3d_surface *surface)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
/* 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 (!(surface->flags & SFLAG_DYNLOCK))
|
|
{
|
|
if (++surface->lockCount > MAXLOCKCOUNT)
|
|
{
|
|
TRACE("Surface is locked regularly, not freeing the system memory copy any more.\n");
|
|
surface->flags |= SFLAG_DYNLOCK;
|
|
}
|
|
}
|
|
|
|
/* Create a PBO for dynamically locked surfaces but don't do it for
|
|
* converted or NPOT surfaces. Also don't create a PBO for systemmem
|
|
* surfaces. */
|
|
if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (surface->flags & SFLAG_DYNLOCK)
|
|
&& !(surface->flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
|
|
&& (surface->resource.pool != WINED3DPOOL_SYSTEMMEM))
|
|
{
|
|
struct wined3d_context *context;
|
|
GLenum error;
|
|
|
|
context = context_acquire(device, NULL);
|
|
ENTER_GL();
|
|
|
|
GL_EXTCALL(glGenBuffersARB(1, &surface->pbo));
|
|
error = glGetError();
|
|
if (!surface->pbo || error != GL_NO_ERROR)
|
|
ERR("Failed to create a PBO with error %s (%#x).\n", debug_glerror(error), error);
|
|
|
|
TRACE("Binding PBO %u.\n", surface->pbo);
|
|
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
|
|
checkGLcall("glBindBufferARB");
|
|
|
|
GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->resource.size + 4,
|
|
surface->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 (!(surface->flags & SFLAG_CLIENT))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
|
|
surface->resource.heapMemory = NULL;
|
|
}
|
|
surface->resource.allocatedMemory = NULL;
|
|
surface->flags |= SFLAG_PBO;
|
|
LEAVE_GL();
|
|
context_release(context);
|
|
}
|
|
else if (!(surface->resource.allocatedMemory || surface->flags & SFLAG_PBO))
|
|
{
|
|
/* Whatever surface we have, make sure that there is memory allocated
|
|
* for the downloaded copy, or a PBO to map. */
|
|
if (!surface->resource.heapMemory)
|
|
surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
|
|
|
|
surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
|
|
+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
|
|
|
if (surface->flags & SFLAG_INSYSMEM)
|
|
ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n");
|
|
}
|
|
}
|
|
|
|
static void surface_evict_sysmem(struct wined3d_surface *surface)
|
|
{
|
|
if (surface->flags & SFLAG_DONOTFREE)
|
|
return;
|
|
|
|
HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
|
|
surface->resource.allocatedMemory = NULL;
|
|
surface->resource.heapMemory = NULL;
|
|
surface_modify_location(surface, SFLAG_INSYSMEM, FALSE);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void surface_bind_and_dirtify(struct wined3d_surface *surface,
|
|
struct wined3d_context *context, BOOL srgb)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
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. */
|
|
active_sampler = device->rev_tex_unit_map[context->active_texture];
|
|
|
|
if (active_sampler != WINED3D_UNMAPPED_STAGE)
|
|
device_invalidate_state(device, STATE_SAMPLER(active_sampler));
|
|
surface_bind(surface, context, srgb);
|
|
}
|
|
|
|
static void surface_force_reload(struct wined3d_surface *surface)
|
|
{
|
|
surface->flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
|
|
}
|
|
|
|
static void surface_release_client_storage(struct wined3d_surface *surface)
|
|
{
|
|
struct wined3d_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, context, 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, context, 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);
|
|
|
|
surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
|
|
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
|
|
surface_force_reload(surface);
|
|
}
|
|
|
|
static HRESULT surface_private_setup(struct wined3d_surface *surface)
|
|
{
|
|
/* TODO: Check against the maximum texture sizes supported by the video card. */
|
|
const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
|
|
unsigned int pow2Width, pow2Height;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
surface->texture_name = 0;
|
|
surface->texture_target = GL_TEXTURE_2D;
|
|
|
|
/* Non-power2 support */
|
|
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
|
|
{
|
|
pow2Width = surface->resource.width;
|
|
pow2Height = surface->resource.height;
|
|
}
|
|
else
|
|
{
|
|
/* Find the nearest pow2 match */
|
|
pow2Width = pow2Height = 1;
|
|
while (pow2Width < surface->resource.width)
|
|
pow2Width <<= 1;
|
|
while (pow2Height < surface->resource.height)
|
|
pow2Height <<= 1;
|
|
}
|
|
surface->pow2Width = pow2Width;
|
|
surface->pow2Height = pow2Height;
|
|
|
|
if (pow2Width > surface->resource.width || pow2Height > surface->resource.height)
|
|
{
|
|
/* TODO: Add support for non power two compressed textures. */
|
|
if (surface->resource.format->flags & WINED3DFMT_FLAG_COMPRESSED)
|
|
{
|
|
FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
|
|
surface, surface->resource.width, surface->resource.height);
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
if (pow2Width != surface->resource.width
|
|
|| pow2Height != surface->resource.height)
|
|
{
|
|
surface->flags |= SFLAG_NONPOW2;
|
|
}
|
|
|
|
if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size)
|
|
&& !(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
|
|
{
|
|
/* One of three options:
|
|
* 1: Do the same as we do with NPOT 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 (surface->resource.pool == WINED3DPOOL_DEFAULT || surface->resource.pool == WINED3DPOOL_MANAGED)
|
|
{
|
|
WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* We should never use this surface in combination with OpenGL! */
|
|
TRACE("Creating an oversized surface: %ux%u.\n",
|
|
surface->pow2Width, surface->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 (surface->flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
|
|
&& !(surface->resource.format->id == WINED3DFMT_P8_UINT
|
|
&& gl_info->supported[EXT_PALETTED_TEXTURE]
|
|
&& wined3d_settings.rendertargetlock_mode == RTL_READTEX))
|
|
{
|
|
surface->texture_target = GL_TEXTURE_RECTANGLE_ARB;
|
|
surface->pow2Width = surface->resource.width;
|
|
surface->pow2Height = surface->resource.height;
|
|
surface->flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
|
|
}
|
|
}
|
|
|
|
switch (wined3d_settings.offscreen_rendering_mode)
|
|
{
|
|
case ORM_FBO:
|
|
surface->get_drawable_size = get_drawable_size_fbo;
|
|
break;
|
|
|
|
case ORM_BACKBUFFER:
|
|
surface->get_drawable_size = get_drawable_size_backbuffer;
|
|
break;
|
|
|
|
default:
|
|
ERR("Unhandled offscreen rendering mode %#x.\n", wined3d_settings.offscreen_rendering_mode);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
surface->flags |= SFLAG_INSYSMEM;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void surface_realize_palette(struct wined3d_surface *surface)
|
|
{
|
|
struct wined3d_palette *palette = surface->palette;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
if (!palette) return;
|
|
|
|
if (surface->resource.format->id == WINED3DFMT_P8_UINT
|
|
|| surface->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
|
|
{
|
|
if (surface->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. */
|
|
surface_load_location(surface, SFLAG_INTEXTURE, NULL);
|
|
|
|
/* We want to force a palette refresh, so mark the drawable as not being up to date */
|
|
if (!surface_is_offscreen(surface))
|
|
surface_modify_location(surface, SFLAG_INDRAWABLE, FALSE);
|
|
}
|
|
else
|
|
{
|
|
if (!(surface->flags & SFLAG_INSYSMEM))
|
|
{
|
|
TRACE("Palette changed with surface that does not have an up to date system memory copy.\n");
|
|
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
|
|
}
|
|
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
|
|
}
|
|
}
|
|
|
|
if (surface->flags & SFLAG_DIBSECTION)
|
|
{
|
|
RGBQUAD col[256];
|
|
unsigned int i;
|
|
|
|
TRACE("Updating the DC's palette.\n");
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
col[i].rgbRed = palette->palents[i].peRed;
|
|
col[i].rgbGreen = palette->palents[i].peGreen;
|
|
col[i].rgbBlue = palette->palents[i].peBlue;
|
|
col[i].rgbReserved = 0;
|
|
}
|
|
SetDIBColorTable(surface->hDC, 0, 256, col);
|
|
}
|
|
|
|
/* Propagate the changes to the drawable when we have a palette. */
|
|
if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
|
surface_load_location(surface, surface->draw_binding, NULL);
|
|
}
|
|
|
|
static HRESULT surface_draw_overlay(struct wined3d_surface *surface)
|
|
{
|
|
HRESULT hr;
|
|
|
|
/* If there's no destination surface there is nothing to do. */
|
|
if (!surface->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 (surface->overlay_dest->flags & SFLAG_INOVERLAYDRAW)
|
|
return WINED3D_OK;
|
|
|
|
surface->overlay_dest->flags |= SFLAG_INOVERLAYDRAW;
|
|
hr = wined3d_surface_blt(surface->overlay_dest, &surface->overlay_destrect, surface,
|
|
&surface->overlay_srcrect, WINEDDBLT_WAIT, NULL, WINED3DTEXF_LINEAR);
|
|
surface->overlay_dest->flags &= ~SFLAG_INOVERLAYDRAW;
|
|
|
|
return hr;
|
|
}
|
|
|
|
static void surface_preload(struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
surface_internal_preload(surface, SRGB_ANY);
|
|
}
|
|
|
|
static void surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
const RECT *pass_rect = rect;
|
|
|
|
TRACE("surface %p, rect %s, flags %#x.\n",
|
|
surface, wine_dbgstr_rect(rect), flags);
|
|
|
|
if (flags & WINED3DLOCK_DISCARD)
|
|
{
|
|
TRACE("WINED3DLOCK_DISCARD flag passed, marking SYSMEM as up to date.\n");
|
|
surface_prepare_system_memory(surface);
|
|
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
|
|
}
|
|
else
|
|
{
|
|
/* surface_load_location() does not check if the rectangle specifies
|
|
* the full surface. Most callers don't need that, so do it here. */
|
|
if (rect && !rect->top && !rect->left
|
|
&& rect->right == surface->resource.width
|
|
&& rect->bottom == surface->resource.height)
|
|
pass_rect = NULL;
|
|
|
|
if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
|
|
&& ((surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
|
|
|| surface == device->fb.render_targets[0])))
|
|
surface_load_location(surface, SFLAG_INSYSMEM, pass_rect);
|
|
}
|
|
|
|
if (surface->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, surface->pbo));
|
|
checkGLcall("glBindBufferARB");
|
|
|
|
/* This shouldn't happen but could occur if some other function
|
|
* didn't handle the PBO properly. */
|
|
if (surface->resource.allocatedMemory)
|
|
ERR("The surface already has PBO memory allocated.\n");
|
|
|
|
surface->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)))
|
|
{
|
|
if (!rect)
|
|
surface_add_dirty_rect(surface, NULL);
|
|
else
|
|
{
|
|
WINED3DBOX b;
|
|
|
|
b.Left = rect->left;
|
|
b.Top = rect->top;
|
|
b.Right = rect->right;
|
|
b.Bottom = rect->bottom;
|
|
b.Front = 0;
|
|
b.Back = 1;
|
|
surface_add_dirty_rect(surface, &b);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void surface_unmap(struct wined3d_surface *surface)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
BOOL fullsurface;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
memset(&surface->lockedRect, 0, sizeof(surface->lockedRect));
|
|
|
|
if (surface->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, surface->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);
|
|
|
|
surface->resource.allocatedMemory = NULL;
|
|
}
|
|
|
|
TRACE("dirtyfied %u.\n", surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
|
|
|
|
if (surface->flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE))
|
|
{
|
|
TRACE("Not dirtified, nothing to do.\n");
|
|
goto done;
|
|
}
|
|
|
|
if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
|
|
|| (device->fb.render_targets && surface == device->fb.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 done;
|
|
}
|
|
|
|
if (!surface->dirtyRect.left && !surface->dirtyRect.top
|
|
&& surface->dirtyRect.right == surface->resource.width
|
|
&& surface->dirtyRect.bottom == surface->resource.height)
|
|
{
|
|
fullsurface = TRUE;
|
|
}
|
|
else
|
|
{
|
|
/* TODO: Proper partial rectangle tracking. */
|
|
fullsurface = FALSE;
|
|
surface->flags |= SFLAG_INSYSMEM;
|
|
}
|
|
|
|
surface_load_location(surface, surface->draw_binding, fullsurface ? NULL : &surface->dirtyRect);
|
|
|
|
/* Partial rectangle tracking is not commonly implemented, it is only
|
|
* done for render targets. INSYSMEM was set before to tell
|
|
* surface_load_location() 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 Map(). */
|
|
if (!fullsurface)
|
|
{
|
|
surface_modify_location(surface, surface->draw_binding, TRUE);
|
|
surface_evict_sysmem(surface);
|
|
}
|
|
|
|
surface->dirtyRect.left = surface->resource.width;
|
|
surface->dirtyRect.top = surface->resource.height;
|
|
surface->dirtyRect.right = 0;
|
|
surface->dirtyRect.bottom = 0;
|
|
}
|
|
else if (surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
|
|
{
|
|
FIXME("Depth / stencil buffer locking is not implemented.\n");
|
|
}
|
|
|
|
done:
|
|
/* Overlays have to be redrawn manually after changes with the GL implementation */
|
|
if (surface->overlay_dest)
|
|
surface->surface_ops->surface_draw_overlay(surface);
|
|
}
|
|
|
|
static HRESULT surface_getdc(struct wined3d_surface *surface)
|
|
{
|
|
WINED3DLOCKED_RECT lock;
|
|
HRESULT hr;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
/* Create a DIB section if there isn't a dc yet. */
|
|
if (!surface->hDC)
|
|
{
|
|
if (surface->flags & SFLAG_CLIENT)
|
|
{
|
|
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
|
|
surface_release_client_storage(surface);
|
|
}
|
|
hr = surface_create_dib_section(surface);
|
|
if (FAILED(hr))
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
/* Use the DIB section from now on if we are not using a PBO. */
|
|
if (!(surface->flags & SFLAG_PBO))
|
|
surface->resource.allocatedMemory = surface->dib.bitmap_data;
|
|
}
|
|
|
|
/* Map the surface. */
|
|
hr = wined3d_surface_map(surface, &lock, NULL, 0);
|
|
if (FAILED(hr))
|
|
ERR("Map failed, hr %#x.\n", hr);
|
|
|
|
/* Sync the DIB with the PBO. This can't be done earlier because Map()
|
|
* activates the allocatedMemory. */
|
|
if (surface->flags & SFLAG_PBO)
|
|
memcpy(surface->dib.bitmap_data, surface->resource.allocatedMemory, surface->resource.size);
|
|
|
|
return hr;
|
|
}
|
|
|
|
static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r)
|
|
{
|
|
if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
|
|
return FALSE;
|
|
if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
|
|
return FALSE;
|
|
return TRUE;
|
|
}
|
|
|
|
static void wined3d_surface_depth_blt_fbo(struct wined3d_device *device, struct wined3d_surface *src_surface,
|
|
const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect)
|
|
{
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
DWORD src_mask, dst_mask;
|
|
GLbitfield gl_mask;
|
|
|
|
TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_rect %s.\n",
|
|
device, src_surface, wine_dbgstr_rect(src_rect),
|
|
dst_surface, wine_dbgstr_rect(dst_rect));
|
|
|
|
src_mask = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
|
|
dst_mask = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
|
|
|
|
if (src_mask != dst_mask)
|
|
{
|
|
ERR("Incompatible formats %s and %s.\n",
|
|
debug_d3dformat(src_surface->resource.format->id),
|
|
debug_d3dformat(dst_surface->resource.format->id));
|
|
return;
|
|
}
|
|
|
|
if (!src_mask)
|
|
{
|
|
ERR("Not a depth / stencil format: %s.\n",
|
|
debug_d3dformat(src_surface->resource.format->id));
|
|
return;
|
|
}
|
|
|
|
gl_mask = 0;
|
|
if (src_mask & WINED3DFMT_FLAG_DEPTH)
|
|
gl_mask |= GL_DEPTH_BUFFER_BIT;
|
|
if (src_mask & WINED3DFMT_FLAG_STENCIL)
|
|
gl_mask |= GL_STENCIL_BUFFER_BIT;
|
|
|
|
/* Make sure the locations are up-to-date. Loading the destination
|
|
* surface isn't required if the entire surface is overwritten. */
|
|
surface_load_location(src_surface, SFLAG_INTEXTURE, NULL);
|
|
if (!surface_is_full_rect(dst_surface, dst_rect))
|
|
surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
|
|
|
|
context = context_acquire(device, NULL);
|
|
if (!context->valid)
|
|
{
|
|
context_release(context);
|
|
WARN("Invalid context, skipping blit.\n");
|
|
return;
|
|
}
|
|
|
|
gl_info = context->gl_info;
|
|
|
|
ENTER_GL();
|
|
|
|
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, SFLAG_INTEXTURE);
|
|
glReadBuffer(GL_NONE);
|
|
checkGLcall("glReadBuffer()");
|
|
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
|
|
|
|
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, SFLAG_INTEXTURE);
|
|
context_set_draw_buffer(context, GL_NONE);
|
|
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
|
|
|
|
if (gl_mask & GL_DEPTH_BUFFER_BIT)
|
|
{
|
|
glDepthMask(GL_TRUE);
|
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
|
|
}
|
|
if (gl_mask & GL_STENCIL_BUFFER_BIT)
|
|
{
|
|
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
|
|
{
|
|
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
|
|
}
|
|
glStencilMask(~0U);
|
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
|
|
|
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
|
|
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
|
|
checkGLcall("glBlitFramebuffer()");
|
|
|
|
LEAVE_GL();
|
|
|
|
if (wined3d_settings.strict_draw_ordering)
|
|
wglFlush(); /* Flush to ensure ordering across contexts. */
|
|
|
|
context_release(context);
|
|
}
|
|
|
|
/* Blit between surface locations. Onscreen on different swapchains is not supported.
|
|
* Depth / stencil is not supported. */
|
|
static void surface_blt_fbo(struct wined3d_device *device, const WINED3DTEXTUREFILTERTYPE filter,
|
|
struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
|
|
struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
|
|
{
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
RECT src_rect, dst_rect;
|
|
GLenum gl_filter;
|
|
GLenum buffer;
|
|
|
|
TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
|
|
TRACE("src_surface %p, src_location %s, src_rect %s,\n",
|
|
src_surface, debug_surflocation(src_location), wine_dbgstr_rect(src_rect_in));
|
|
TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
|
|
dst_surface, debug_surflocation(dst_location), wine_dbgstr_rect(dst_rect_in));
|
|
|
|
src_rect = *src_rect_in;
|
|
dst_rect = *dst_rect_in;
|
|
|
|
switch (filter)
|
|
{
|
|
case WINED3DTEXF_LINEAR:
|
|
gl_filter = GL_LINEAR;
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
|
|
case WINED3DTEXF_NONE:
|
|
case WINED3DTEXF_POINT:
|
|
gl_filter = GL_NEAREST;
|
|
break;
|
|
}
|
|
|
|
/* Resolve the source surface first if needed. */
|
|
if (src_location == SFLAG_INRB_MULTISAMPLE
|
|
&& (src_surface->resource.format->id != dst_surface->resource.format->id
|
|
|| abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top)
|
|
|| abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left)))
|
|
src_location = SFLAG_INRB_RESOLVED;
|
|
|
|
/* Make sure the locations are up-to-date. Loading the destination
|
|
* surface isn't required if the entire surface is overwritten. (And is
|
|
* in fact harmful if we're being called by surface_load_location() with
|
|
* the purpose of loading the destination surface.) */
|
|
surface_load_location(src_surface, src_location, NULL);
|
|
if (!surface_is_full_rect(dst_surface, &dst_rect))
|
|
surface_load_location(dst_surface, dst_location, NULL);
|
|
|
|
if (src_location == SFLAG_INDRAWABLE) context = context_acquire(device, src_surface);
|
|
else if (dst_location == SFLAG_INDRAWABLE) context = context_acquire(device, dst_surface);
|
|
else context = context_acquire(device, NULL);
|
|
|
|
if (!context->valid)
|
|
{
|
|
context_release(context);
|
|
WARN("Invalid context, skipping blit.\n");
|
|
return;
|
|
}
|
|
|
|
gl_info = context->gl_info;
|
|
|
|
if (src_location == SFLAG_INDRAWABLE)
|
|
{
|
|
TRACE("Source surface %p is onscreen.\n", src_surface);
|
|
buffer = surface_get_gl_buffer(src_surface);
|
|
surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
|
|
}
|
|
else
|
|
{
|
|
TRACE("Source surface %p is offscreen.\n", src_surface);
|
|
buffer = GL_COLOR_ATTACHMENT0;
|
|
}
|
|
|
|
ENTER_GL();
|
|
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
|
|
glReadBuffer(buffer);
|
|
checkGLcall("glReadBuffer()");
|
|
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
|
|
LEAVE_GL();
|
|
|
|
if (dst_location == SFLAG_INDRAWABLE)
|
|
{
|
|
TRACE("Destination surface %p is onscreen.\n", dst_surface);
|
|
buffer = surface_get_gl_buffer(dst_surface);
|
|
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
|
|
}
|
|
else
|
|
{
|
|
TRACE("Destination surface %p is offscreen.\n", dst_surface);
|
|
buffer = GL_COLOR_ATTACHMENT0;
|
|
}
|
|
|
|
ENTER_GL();
|
|
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
|
|
context_set_draw_buffer(context, buffer);
|
|
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
|
|
context_invalidate_state(context, STATE_FRAMEBUFFER);
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
|
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
|
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
|
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
|
|
|
gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
|
|
dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
|
|
checkGLcall("glBlitFramebuffer()");
|
|
|
|
LEAVE_GL();
|
|
|
|
if (wined3d_settings.strict_draw_ordering
|
|
|| (dst_location == SFLAG_INDRAWABLE
|
|
&& dst_surface->container.u.swapchain->front_buffer == dst_surface))
|
|
wglFlush();
|
|
|
|
context_release(context);
|
|
}
|
|
|
|
static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
|
|
const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
|
|
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
|
|
{
|
|
if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
|
|
return FALSE;
|
|
|
|
/* Source and/or destination need to be on the GL side */
|
|
if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
|
|
return FALSE;
|
|
|
|
switch (blit_op)
|
|
{
|
|
case WINED3D_BLIT_OP_COLOR_BLIT:
|
|
if (!((src_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET)))
|
|
return FALSE;
|
|
if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
|
|
return FALSE;
|
|
break;
|
|
|
|
case WINED3D_BLIT_OP_DEPTH_BLIT:
|
|
if (!(src_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
|
|
return FALSE;
|
|
if (!(dst_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
|
|
return FALSE;
|
|
break;
|
|
|
|
default:
|
|
return FALSE;
|
|
}
|
|
|
|
if (!(src_format->id == dst_format->id
|
|
|| (is_identity_fixup(src_format->color_fixup)
|
|
&& is_identity_fixup(dst_format->color_fixup))))
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/* This function checks if the primary render target uses the 8bit paletted format. */
|
|
static BOOL primary_render_target_is_p8(const struct wined3d_device *device)
|
|
{
|
|
if (device->fb.render_targets && device->fb.render_targets[0])
|
|
{
|
|
const struct wined3d_surface *render_target = device->fb.render_targets[0];
|
|
if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
|
&& (render_target->resource.format->id == WINED3DFMT_P8_UINT))
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static BOOL surface_convert_color_to_float(const struct wined3d_surface *surface,
|
|
DWORD color, WINED3DCOLORVALUE *float_color)
|
|
{
|
|
const struct wined3d_format *format = surface->resource.format;
|
|
const struct wined3d_device *device = surface->resource.device;
|
|
|
|
switch (format->id)
|
|
{
|
|
case WINED3DFMT_P8_UINT:
|
|
if (surface->palette)
|
|
{
|
|
float_color->r = surface->palette->palents[color].peRed / 255.0f;
|
|
float_color->g = surface->palette->palents[color].peGreen / 255.0f;
|
|
float_color->b = surface->palette->palents[color].peBlue / 255.0f;
|
|
}
|
|
else
|
|
{
|
|
float_color->r = 0.0f;
|
|
float_color->g = 0.0f;
|
|
float_color->b = 0.0f;
|
|
}
|
|
float_color->a = primary_render_target_is_p8(device) ? color / 255.0f : 1.0f;
|
|
break;
|
|
|
|
case WINED3DFMT_B5G6R5_UNORM:
|
|
float_color->r = ((color >> 11) & 0x1f) / 31.0f;
|
|
float_color->g = ((color >> 5) & 0x3f) / 63.0f;
|
|
float_color->b = (color & 0x1f) / 31.0f;
|
|
float_color->a = 1.0f;
|
|
break;
|
|
|
|
case WINED3DFMT_B8G8R8_UNORM:
|
|
case WINED3DFMT_B8G8R8X8_UNORM:
|
|
float_color->r = D3DCOLOR_R(color);
|
|
float_color->g = D3DCOLOR_G(color);
|
|
float_color->b = D3DCOLOR_B(color);
|
|
float_color->a = 1.0f;
|
|
break;
|
|
|
|
case WINED3DFMT_B8G8R8A8_UNORM:
|
|
float_color->r = D3DCOLOR_R(color);
|
|
float_color->g = D3DCOLOR_G(color);
|
|
float_color->b = D3DCOLOR_B(color);
|
|
float_color->a = D3DCOLOR_A(color);
|
|
break;
|
|
|
|
default:
|
|
ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth)
|
|
{
|
|
const struct wined3d_format *format = surface->resource.format;
|
|
|
|
switch (format->id)
|
|
{
|
|
case WINED3DFMT_S1_UINT_D15_UNORM:
|
|
*float_depth = depth / (float)0x00007fff;
|
|
break;
|
|
|
|
case WINED3DFMT_D16_UNORM:
|
|
*float_depth = depth / (float)0x0000ffff;
|
|
break;
|
|
|
|
case WINED3DFMT_D24_UNORM_S8_UINT:
|
|
case WINED3DFMT_X8D24_UNORM:
|
|
*float_depth = depth / (float)0x00ffffff;
|
|
break;
|
|
|
|
case WINED3DFMT_D32_UNORM:
|
|
*float_depth = depth / (float)0xffffffff;
|
|
break;
|
|
|
|
default:
|
|
ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
|
|
{
|
|
const struct wined3d_resource *resource = &surface->resource;
|
|
struct wined3d_device *device = resource->device;
|
|
const struct blit_shader *blitter;
|
|
|
|
blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL,
|
|
NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format);
|
|
if (!blitter)
|
|
{
|
|
FIXME("No blitter is capable of performing the requested depth fill operation.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
return blitter->depth_fill(device, surface, rect, depth);
|
|
}
|
|
|
|
static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, const RECT *src_rect,
|
|
struct wined3d_surface *dst_surface, const RECT *dst_rect)
|
|
{
|
|
struct wined3d_device *device = src_surface->resource.device;
|
|
|
|
if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
|
|
src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
|
|
dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
wined3d_surface_depth_blt_fbo(device, src_surface, src_rect, dst_surface, dst_rect);
|
|
|
|
surface_modify_ds_location(dst_surface, SFLAG_DS_OFFSCREEN,
|
|
dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
|
|
surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
|
|
struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
|
|
const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
|
|
{
|
|
struct wined3d_swapchain *src_swapchain, *dst_swapchain;
|
|
struct wined3d_device *device = dst_surface->resource.device;
|
|
DWORD src_ds_flags, dst_ds_flags;
|
|
RECT src_rect, dst_rect;
|
|
BOOL scale, convert;
|
|
|
|
static const DWORD simple_blit = WINEDDBLT_ASYNC
|
|
| WINEDDBLT_COLORFILL
|
|
| WINEDDBLT_WAIT
|
|
| WINEDDBLT_DEPTHFILL
|
|
| WINEDDBLT_DONOTWAIT;
|
|
|
|
TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
|
|
dst_surface, wine_dbgstr_rect(dst_rect_in), src_surface, wine_dbgstr_rect(src_rect_in),
|
|
flags, fx, debug_d3dtexturefiltertype(filter));
|
|
TRACE("Usage is %s.\n", debug_d3dusage(dst_surface->resource.usage));
|
|
|
|
if (fx)
|
|
{
|
|
TRACE("dwSize %#x.\n", fx->dwSize);
|
|
TRACE("dwDDFX %#x.\n", fx->dwDDFX);
|
|
TRACE("dwROP %#x.\n", fx->dwROP);
|
|
TRACE("dwDDROP %#x.\n", fx->dwDDROP);
|
|
TRACE("dwRotationAngle %#x.\n", fx->dwRotationAngle);
|
|
TRACE("dwZBufferOpCode %#x.\n", fx->dwZBufferOpCode);
|
|
TRACE("dwZBufferLow %#x.\n", fx->dwZBufferLow);
|
|
TRACE("dwZBufferHigh %#x.\n", fx->dwZBufferHigh);
|
|
TRACE("dwZBufferBaseDest %#x.\n", fx->dwZBufferBaseDest);
|
|
TRACE("dwZDestConstBitDepth %#x.\n", fx->dwZDestConstBitDepth);
|
|
TRACE("lpDDSZBufferDest %p.\n", fx->u1.lpDDSZBufferDest);
|
|
TRACE("dwZSrcConstBitDepth %#x.\n", fx->dwZSrcConstBitDepth);
|
|
TRACE("lpDDSZBufferSrc %p.\n", fx->u2.lpDDSZBufferSrc);
|
|
TRACE("dwAlphaEdgeBlendBitDepth %#x.\n", fx->dwAlphaEdgeBlendBitDepth);
|
|
TRACE("dwAlphaEdgeBlend %#x.\n", fx->dwAlphaEdgeBlend);
|
|
TRACE("dwReserved %#x.\n", fx->dwReserved);
|
|
TRACE("dwAlphaDestConstBitDepth %#x.\n", fx->dwAlphaDestConstBitDepth);
|
|
TRACE("lpDDSAlphaDest %p.\n", fx->u3.lpDDSAlphaDest);
|
|
TRACE("dwAlphaSrcConstBitDepth %#x.\n", fx->dwAlphaSrcConstBitDepth);
|
|
TRACE("lpDDSAlphaSrc %p.\n", fx->u4.lpDDSAlphaSrc);
|
|
TRACE("lpDDSPattern %p.\n", fx->u5.lpDDSPattern);
|
|
TRACE("ddckDestColorkey {%#x, %#x}.\n",
|
|
fx->ddckDestColorkey.dwColorSpaceLowValue,
|
|
fx->ddckDestColorkey.dwColorSpaceHighValue);
|
|
TRACE("ddckSrcColorkey {%#x, %#x}.\n",
|
|
fx->ddckSrcColorkey.dwColorSpaceLowValue,
|
|
fx->ddckSrcColorkey.dwColorSpaceHighValue);
|
|
}
|
|
|
|
if ((dst_surface->flags & SFLAG_LOCKED) || (src_surface && (src_surface->flags & SFLAG_LOCKED)))
|
|
{
|
|
WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
|
|
return WINEDDERR_SURFACEBUSY;
|
|
}
|
|
|
|
surface_get_rect(dst_surface, dst_rect_in, &dst_rect);
|
|
|
|
if (dst_rect.left >= dst_rect.right || dst_rect.top >= dst_rect.bottom
|
|
|| dst_rect.left > dst_surface->resource.width || dst_rect.left < 0
|
|
|| dst_rect.top > dst_surface->resource.height || dst_rect.top < 0
|
|
|| dst_rect.right > dst_surface->resource.width || dst_rect.right < 0
|
|
|| dst_rect.bottom > dst_surface->resource.height || dst_rect.bottom < 0)
|
|
{
|
|
/* The destination rect can be out of bounds on the condition
|
|
* that a clipper is set for the surface. */
|
|
if (dst_surface->clipper)
|
|
FIXME("Blit clipping not implemented.\n");
|
|
else
|
|
WARN("The application gave us a bad destination rectangle without a clipper set.\n");
|
|
return WINEDDERR_INVALIDRECT;
|
|
}
|
|
|
|
if (src_surface)
|
|
{
|
|
surface_get_rect(src_surface, src_rect_in, &src_rect);
|
|
|
|
if (src_rect.left >= src_rect.right || src_rect.top >= src_rect.bottom
|
|
|| src_rect.left > src_surface->resource.width || src_rect.left < 0
|
|
|| src_rect.top > src_surface->resource.height || src_rect.top < 0
|
|
|| src_rect.right > src_surface->resource.width || src_rect.right < 0
|
|
|| src_rect.bottom > src_surface->resource.height || src_rect.bottom < 0)
|
|
{
|
|
WARN("Application gave us bad source rectangle for Blt.\n");
|
|
return WINEDDERR_INVALIDRECT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
memset(&src_rect, 0, sizeof(src_rect));
|
|
}
|
|
|
|
if (!fx || !(fx->dwDDFX))
|
|
flags &= ~WINEDDBLT_DDFX;
|
|
|
|
if (flags & WINEDDBLT_WAIT)
|
|
flags &= ~WINEDDBLT_WAIT;
|
|
|
|
if (flags & WINEDDBLT_ASYNC)
|
|
{
|
|
static unsigned int once;
|
|
|
|
if (!once++)
|
|
FIXME("Can't handle WINEDDBLT_ASYNC flag.\n");
|
|
flags &= ~WINEDDBLT_ASYNC;
|
|
}
|
|
|
|
/* WINEDDBLT_DONOTWAIT appeared in DX7. */
|
|
if (flags & WINEDDBLT_DONOTWAIT)
|
|
{
|
|
static unsigned int once;
|
|
|
|
if (!once++)
|
|
FIXME("Can't handle WINEDDBLT_DONOTWAIT flag.\n");
|
|
flags &= ~WINEDDBLT_DONOTWAIT;
|
|
}
|
|
|
|
if (!device->d3d_initialized)
|
|
{
|
|
WARN("D3D not initialized, using fallback.\n");
|
|
goto cpu;
|
|
}
|
|
|
|
/* We want to avoid invalidating the sysmem location for converted
|
|
* surfaces, since otherwise we'd have to convert the data back when
|
|
* locking them. */
|
|
if (dst_surface->flags & SFLAG_CONVERTED)
|
|
{
|
|
WARN("Converted surface, using CPU blit.\n");
|
|
return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
|
|
}
|
|
|
|
if (flags & ~simple_blit)
|
|
{
|
|
WARN("Using fallback for complex blit (%#x).\n", flags);
|
|
goto fallback;
|
|
}
|
|
|
|
if (src_surface && src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
|
|
src_swapchain = src_surface->container.u.swapchain;
|
|
else
|
|
src_swapchain = NULL;
|
|
|
|
if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
|
|
dst_swapchain = dst_surface->container.u.swapchain;
|
|
else
|
|
dst_swapchain = NULL;
|
|
|
|
/* This isn't strictly needed. FBO blits for example could deal with
|
|
* cross-swapchain blits by first downloading the source to a texture
|
|
* before switching to the destination context. We just have this here to
|
|
* not have to deal with the issue, since cross-swapchain blits should be
|
|
* rare. */
|
|
if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
|
|
{
|
|
FIXME("Using fallback for cross-swapchain blit.\n");
|
|
goto fallback;
|
|
}
|
|
|
|
scale = src_surface
|
|
&& (src_rect.right - src_rect.left != dst_rect.right - dst_rect.left
|
|
|| src_rect.bottom - src_rect.top != dst_rect.bottom - dst_rect.top);
|
|
convert = src_surface && src_surface->resource.format->id != dst_surface->resource.format->id;
|
|
|
|
dst_ds_flags = dst_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
|
|
if (src_surface)
|
|
src_ds_flags = src_surface->resource.format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
|
|
else
|
|
src_ds_flags = 0;
|
|
|
|
if (src_ds_flags || dst_ds_flags)
|
|
{
|
|
if (flags & WINEDDBLT_DEPTHFILL)
|
|
{
|
|
float depth;
|
|
|
|
TRACE("Depth fill.\n");
|
|
|
|
if (!surface_convert_depth_to_float(dst_surface, fx->u5.dwFillDepth, &depth))
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, &dst_rect, depth)))
|
|
return WINED3D_OK;
|
|
}
|
|
else
|
|
{
|
|
/* Accessing depth / stencil surfaces is supposed to fail while in
|
|
* a scene, except for fills, which seem to work. */
|
|
if (device->inScene)
|
|
{
|
|
WARN("Rejecting depth / stencil access while in scene.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (src_ds_flags != dst_ds_flags)
|
|
{
|
|
WARN("Rejecting depth / stencil blit between incompatible formats.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (src_rect.top || src_rect.left
|
|
|| src_rect.bottom != src_surface->resource.height
|
|
|| src_rect.right != src_surface->resource.width)
|
|
{
|
|
WARN("Rejecting depth / stencil blit with invalid source rect %s.\n",
|
|
wine_dbgstr_rect(&src_rect));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (dst_rect.top || dst_rect.left
|
|
|| dst_rect.bottom != dst_surface->resource.height
|
|
|| dst_rect.right != dst_surface->resource.width)
|
|
{
|
|
WARN("Rejecting depth / stencil blit with invalid destination rect %s.\n",
|
|
wine_dbgstr_rect(&src_rect));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (scale)
|
|
{
|
|
WARN("Rejecting depth / stencil blit with mismatched surface sizes.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, &src_rect, dst_surface, &dst_rect)))
|
|
return WINED3D_OK;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* In principle this would apply to depth blits as well, but we don't
|
|
* implement those in the CPU blitter at the moment. */
|
|
if ((dst_surface->flags & SFLAG_INSYSMEM)
|
|
&& (!src_surface || (src_surface->flags & SFLAG_INSYSMEM)))
|
|
{
|
|
if (scale)
|
|
TRACE("Not doing sysmem blit because of scaling.\n");
|
|
else if (convert)
|
|
TRACE("Not doing sysmem blit because of format conversion.\n");
|
|
else
|
|
return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
|
|
}
|
|
|
|
if (flags & WINEDDBLT_COLORFILL)
|
|
{
|
|
WINED3DCOLORVALUE color;
|
|
|
|
TRACE("Color fill.\n");
|
|
|
|
if (!surface_convert_color_to_float(dst_surface, fx->u5.dwFillColor, &color))
|
|
goto fallback;
|
|
|
|
if (SUCCEEDED(surface_color_fill(dst_surface, &dst_rect, &color)))
|
|
return WINED3D_OK;
|
|
}
|
|
else
|
|
{
|
|
TRACE("Color blit.\n");
|
|
|
|
/* Use present for back -> front blits. The idea behind this is
|
|
* that present is potentially faster than a blit, in particular
|
|
* when FBO blits aren't available. Some ddraw applications like
|
|
* Half-Life and Prince of Persia 3D use Blt() from the backbuffer
|
|
* to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
|
|
* applications can't blit directly to the frontbuffer. */
|
|
if (dst_swapchain && dst_swapchain->back_buffers
|
|
&& dst_surface == dst_swapchain->front_buffer
|
|
&& src_surface == dst_swapchain->back_buffers[0])
|
|
{
|
|
WINED3DSWAPEFFECT swap_effect = dst_swapchain->presentParms.SwapEffect;
|
|
|
|
TRACE("Using present for backbuffer -> frontbuffer blit.\n");
|
|
|
|
/* Set the swap effect to COPY, we don't want the backbuffer
|
|
* to become undefined. */
|
|
dst_swapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
|
|
wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0);
|
|
dst_swapchain->presentParms.SwapEffect = swap_effect;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
|
|
&src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
|
|
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
|
|
{
|
|
TRACE("Using FBO blit.\n");
|
|
|
|
surface_blt_fbo(device, filter,
|
|
src_surface, src_surface->draw_binding, &src_rect,
|
|
dst_surface, dst_surface->draw_binding, &dst_rect);
|
|
surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (arbfp_blit.blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
|
|
&src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
|
|
&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
|
|
{
|
|
TRACE("Using arbfp blit.\n");
|
|
|
|
if (SUCCEEDED(arbfp_blit_surface(device, filter, src_surface, &src_rect, dst_surface, &dst_rect)))
|
|
return WINED3D_OK;
|
|
}
|
|
}
|
|
}
|
|
|
|
fallback:
|
|
|
|
/* Special cases for render targets. */
|
|
if ((dst_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
|
|| (src_surface && (src_surface->resource.usage & WINED3DUSAGE_RENDERTARGET)))
|
|
{
|
|
if (SUCCEEDED(IWineD3DSurfaceImpl_BltOverride(dst_surface, &dst_rect,
|
|
src_surface, &src_rect, flags, fx, filter)))
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
cpu:
|
|
|
|
/* For the rest call the X11 surface implementation. For render targets
|
|
* this should be implemented OpenGL accelerated in BltOverride, other
|
|
* blits are rather rare. */
|
|
return surface_cpu_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, fx, filter);
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
HRESULT CDECL wined3d_surface_bltfast(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
|
|
struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD trans)
|
|
{
|
|
RECT src_rect, dst_rect;
|
|
DWORD flags = 0;
|
|
|
|
TRACE("dst_surface %p, dst_x %u, dst_y %u, src_surface %p, src_rect_in %s, trans %#x.\n",
|
|
dst_surface, dst_x, dst_y, src_surface, wine_dbgstr_rect(src_rect_in), trans);
|
|
|
|
surface_get_rect(src_surface, src_rect_in, &src_rect);
|
|
|
|
dst_rect.left = dst_x;
|
|
dst_rect.top = dst_y;
|
|
dst_rect.right = dst_x + src_rect.right - src_rect.left;
|
|
dst_rect.bottom = dst_y + src_rect.bottom - src_rect.top;
|
|
|
|
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;
|
|
|
|
return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, flags, NULL, WINED3DTEXF_POINT);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void surface_remove_pbo(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
|
|
{
|
|
if (!surface->resource.heapMemory)
|
|
{
|
|
surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), 0, surface->resource.size + RESOURCE_ALIGNMENT);
|
|
surface->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)surface->resource.heapMemory
|
|
+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
|
}
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
|
|
checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
|
|
GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
|
|
surface->resource.size, surface->resource.allocatedMemory));
|
|
checkGLcall("glGetBufferSubDataARB");
|
|
GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
|
|
checkGLcall("glDeleteBuffersARB");
|
|
LEAVE_GL();
|
|
|
|
surface->pbo = 0;
|
|
surface->flags &= ~SFLAG_PBO;
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static void surface_unload(struct wined3d_resource *resource)
|
|
{
|
|
struct wined3d_surface *surface = surface_from_resource(resource);
|
|
struct wined3d_renderbuffer_entry *entry, *entry2;
|
|
struct wined3d_device *device = resource->device;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
if (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(surface);
|
|
/* We also get here when the ddraw swapchain is destroyed, for example
|
|
* for a mode switch. In this case this surface won't necessarily be
|
|
* an implicit surface. We have to mark it lost so that the
|
|
* application can restore it after the mode switch. */
|
|
surface->flags |= SFLAG_LOST;
|
|
}
|
|
else
|
|
{
|
|
/* Load the surface into system memory */
|
|
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
|
|
surface_modify_location(surface, surface->draw_binding, FALSE);
|
|
}
|
|
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
|
|
surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
|
|
surface->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 (surface->flags & SFLAG_PBO)
|
|
surface_remove_pbo(surface, 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, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
|
|
{
|
|
ENTER_GL();
|
|
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
|
|
LEAVE_GL();
|
|
list_remove(&entry->entry);
|
|
HeapFree(GetProcessHeap(), 0, entry);
|
|
}
|
|
list_init(&surface->renderbuffers);
|
|
surface->current_renderbuffer = NULL;
|
|
|
|
ENTER_GL();
|
|
|
|
/* If we're in a texture, the texture name belongs to the texture.
|
|
* Otherwise, destroy it. */
|
|
if (surface->container.type != WINED3D_CONTAINER_TEXTURE)
|
|
{
|
|
glDeleteTextures(1, &surface->texture_name);
|
|
surface->texture_name = 0;
|
|
glDeleteTextures(1, &surface->texture_name_srgb);
|
|
surface->texture_name_srgb = 0;
|
|
}
|
|
if (surface->rb_multisample)
|
|
{
|
|
gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
|
|
surface->rb_multisample = 0;
|
|
}
|
|
if (surface->rb_resolved)
|
|
{
|
|
gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
|
|
surface->rb_resolved = 0;
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
context_release(context);
|
|
|
|
resource_unload(resource);
|
|
}
|
|
|
|
static const struct wined3d_resource_ops surface_resource_ops =
|
|
{
|
|
surface_unload,
|
|
};
|
|
|
|
static const struct wined3d_surface_ops surface_ops =
|
|
{
|
|
surface_private_setup,
|
|
surface_cleanup,
|
|
surface_realize_palette,
|
|
surface_draw_overlay,
|
|
surface_preload,
|
|
surface_map,
|
|
surface_unmap,
|
|
surface_getdc,
|
|
};
|
|
|
|
/*****************************************************************************
|
|
* Initializes the GDI surface, aka creates the DIB section we render to
|
|
* The DIB section creation is done by calling GetDC, which will create the
|
|
* section and releasing the dc to allow the app to use it. The dib section
|
|
* will stay until the surface is released
|
|
*
|
|
* GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
|
|
* are set to the real sizes to save memory. The NONPOW2 flag is unset to
|
|
* avoid confusion in the shared surface code.
|
|
*
|
|
* Returns:
|
|
* WINED3D_OK on success
|
|
* The return values of called methods on failure
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
|
|
{
|
|
HRESULT hr;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
|
|
{
|
|
ERR("Overlays not yet supported by GDI surfaces.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Sysmem textures have memory already allocated - release it,
|
|
* this avoids an unnecessary memcpy. */
|
|
hr = surface_create_dib_section(surface);
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
|
|
surface->resource.heapMemory = NULL;
|
|
surface->resource.allocatedMemory = surface->dib.bitmap_data;
|
|
}
|
|
|
|
/* We don't mind the nonpow2 stuff in GDI. */
|
|
surface->pow2Width = surface->resource.width;
|
|
surface->pow2Height = surface->resource.height;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void surface_gdi_cleanup(struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
if (surface->flags & SFLAG_DIBSECTION)
|
|
{
|
|
/* Release the DC. */
|
|
SelectObject(surface->hDC, surface->dib.holdbitmap);
|
|
DeleteDC(surface->hDC);
|
|
/* Release the DIB section. */
|
|
DeleteObject(surface->dib.DIBsection);
|
|
surface->dib.bitmap_data = NULL;
|
|
surface->resource.allocatedMemory = NULL;
|
|
}
|
|
|
|
if (surface->flags & SFLAG_USERPTR)
|
|
wined3d_surface_set_mem(surface, NULL);
|
|
if (surface->overlay_dest)
|
|
list_remove(&surface->overlay_entry);
|
|
|
|
HeapFree(GetProcessHeap(), 0, surface->palette9);
|
|
|
|
resource_cleanup(&surface->resource);
|
|
}
|
|
|
|
static void gdi_surface_realize_palette(struct wined3d_surface *surface)
|
|
{
|
|
struct wined3d_palette *palette = surface->palette;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
if (!palette) return;
|
|
|
|
if (surface->flags & SFLAG_DIBSECTION)
|
|
{
|
|
RGBQUAD col[256];
|
|
unsigned int i;
|
|
|
|
TRACE("Updating the DC's palette.\n");
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
col[i].rgbRed = palette->palents[i].peRed;
|
|
col[i].rgbGreen = palette->palents[i].peGreen;
|
|
col[i].rgbBlue = palette->palents[i].peBlue;
|
|
col[i].rgbReserved = 0;
|
|
}
|
|
SetDIBColorTable(surface->hDC, 0, 256, col);
|
|
}
|
|
|
|
/* Update the image because of the palette change. Some games like e.g.
|
|
* Red Alert call SetEntries a lot to implement fading. */
|
|
/* Tell the swapchain to update the screen. */
|
|
if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
|
|
{
|
|
struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
|
|
if (surface == swapchain->front_buffer)
|
|
{
|
|
x11_copy_to_screen(swapchain, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
static HRESULT gdi_surface_draw_overlay(struct wined3d_surface *surface)
|
|
{
|
|
FIXME("GDI surfaces can't draw overlays yet.\n");
|
|
return E_FAIL;
|
|
}
|
|
|
|
static void gdi_surface_preload(struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
ERR("Preloading GDI surfaces is not supported.\n");
|
|
}
|
|
|
|
static void gdi_surface_map(struct wined3d_surface *surface, const RECT *rect, DWORD flags)
|
|
{
|
|
TRACE("surface %p, rect %s, flags %#x.\n",
|
|
surface, wine_dbgstr_rect(rect), flags);
|
|
|
|
if (!surface->resource.allocatedMemory)
|
|
{
|
|
/* This happens on gdi surfaces if the application set a user pointer
|
|
* and resets it. Recreate the DIB section. */
|
|
surface_create_dib_section(surface);
|
|
surface->resource.allocatedMemory = surface->dib.bitmap_data;
|
|
}
|
|
}
|
|
|
|
static void gdi_surface_unmap(struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
/* Tell the swapchain to update the screen. */
|
|
if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
|
|
{
|
|
struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
|
|
if (surface == swapchain->front_buffer)
|
|
{
|
|
x11_copy_to_screen(swapchain, &surface->lockedRect);
|
|
}
|
|
}
|
|
|
|
memset(&surface->lockedRect, 0, sizeof(RECT));
|
|
}
|
|
|
|
static HRESULT gdi_surface_getdc(struct wined3d_surface *surface)
|
|
{
|
|
WINED3DLOCKED_RECT lock;
|
|
HRESULT hr;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
/* Should have a DIB section already. */
|
|
if (!(surface->flags & SFLAG_DIBSECTION))
|
|
{
|
|
WARN("DC not supported on this surface\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Map the surface. */
|
|
hr = wined3d_surface_map(surface, &lock, NULL, 0);
|
|
if (FAILED(hr))
|
|
ERR("Map failed, hr %#x.\n", hr);
|
|
|
|
return hr;
|
|
}
|
|
|
|
static const struct wined3d_surface_ops gdi_surface_ops =
|
|
{
|
|
gdi_surface_private_setup,
|
|
surface_gdi_cleanup,
|
|
gdi_surface_realize_palette,
|
|
gdi_surface_draw_overlay,
|
|
gdi_surface_preload,
|
|
gdi_surface_map,
|
|
gdi_surface_unmap,
|
|
gdi_surface_getdc,
|
|
};
|
|
|
|
void surface_set_texture_name(struct wined3d_surface *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 %s set, but no texture name.\n", debug_surflocation(flag));
|
|
surface_modify_location(surface, flag, FALSE);
|
|
}
|
|
|
|
*name = new_name;
|
|
surface_force_reload(surface);
|
|
}
|
|
|
|
void surface_set_texture_target(struct wined3d_surface *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. */
|
|
void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
|
|
{
|
|
TRACE("surface %p, context %p, srgb %#x.\n", surface, context, srgb);
|
|
|
|
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
|
|
{
|
|
struct wined3d_texture *texture = surface->container.u.texture;
|
|
|
|
TRACE("Passing to container (%p).\n", texture);
|
|
texture->texture_ops->texture_bind(texture, context, srgb);
|
|
}
|
|
else
|
|
{
|
|
if (surface->texture_level)
|
|
{
|
|
ERR("Standalone surface %p is non-zero texture level %u.\n",
|
|
surface, surface->texture_level);
|
|
}
|
|
|
|
if (srgb)
|
|
ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
|
|
|
|
ENTER_GL();
|
|
|
|
if (!surface->texture_name)
|
|
{
|
|
glGenTextures(1, &surface->texture_name);
|
|
checkGLcall("glGenTextures");
|
|
|
|
TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
|
|
|
|
context_bind_texture(context, surface->texture_target, surface->texture_name);
|
|
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(surface->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(surface->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
checkGLcall("glTexParameteri");
|
|
}
|
|
else
|
|
{
|
|
context_bind_texture(context, surface->texture_target, surface->texture_name);
|
|
}
|
|
|
|
LEAVE_GL();
|
|
}
|
|
}
|
|
|
|
/* 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(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
|
|
{
|
|
const struct wined3d_format *format = surface->resource.format;
|
|
|
|
/* Only support read back of converted P8 surfaces. */
|
|
if (surface->flags & SFLAG_CONVERTED && format->id != WINED3DFMT_P8_UINT)
|
|
{
|
|
ERR("Trying to read back converted surface %p with format %s.\n", surface, debug_d3dformat(format->id));
|
|
return;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
|
|
{
|
|
TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
|
|
surface, surface->texture_level, format->glFormat, format->glType,
|
|
surface->resource.allocatedMemory);
|
|
|
|
if (surface->flags & SFLAG_PBO)
|
|
{
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target, surface->texture_level, NULL));
|
|
checkGLcall("glGetCompressedTexImageARB");
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
|
|
checkGLcall("glBindBufferARB");
|
|
}
|
|
else
|
|
{
|
|
GL_EXTCALL(glGetCompressedTexImageARB(surface->texture_target,
|
|
surface->texture_level, surface->resource.allocatedMemory));
|
|
checkGLcall("glGetCompressedTexImageARB");
|
|
}
|
|
|
|
LEAVE_GL();
|
|
}
|
|
else
|
|
{
|
|
void *mem;
|
|
GLenum gl_format = format->glFormat;
|
|
GLenum gl_type = format->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->id == WINED3DFMT_P8_UINT && primary_render_target_is_p8(surface->resource.device))
|
|
{
|
|
gl_format = GL_ALPHA;
|
|
gl_type = GL_UNSIGNED_BYTE;
|
|
}
|
|
|
|
if (surface->flags & SFLAG_NONPOW2)
|
|
{
|
|
unsigned char alignment = surface->resource.device->surface_alignment;
|
|
src_pitch = format->byte_count * surface->pow2Width;
|
|
dst_pitch = wined3d_surface_get_pitch(surface);
|
|
src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
|
|
mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * surface->pow2Height);
|
|
}
|
|
else
|
|
{
|
|
mem = surface->resource.allocatedMemory;
|
|
}
|
|
|
|
TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
|
|
surface, surface->texture_level, gl_format, gl_type, mem);
|
|
|
|
if (surface->flags & SFLAG_PBO)
|
|
{
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
|
|
checkGLcall("glBindBufferARB");
|
|
|
|
glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, NULL);
|
|
checkGLcall("glGetTexImage");
|
|
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
|
|
checkGLcall("glBindBufferARB");
|
|
}
|
|
else
|
|
{
|
|
glGetTexImage(surface->texture_target, surface->texture_level, gl_format, gl_type, mem);
|
|
checkGLcall("glGetTexImage");
|
|
}
|
|
LEAVE_GL();
|
|
|
|
if (surface->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 resource.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 = surface->resource.allocatedMemory;
|
|
TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", surface, src_pitch, dst_pitch);
|
|
for (y = 1; y < surface->resource.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 */
|
|
surface->flags |= SFLAG_INSYSMEM;
|
|
}
|
|
|
|
/* This call just uploads data, the caller is responsible for binding the
|
|
* correct texture. */
|
|
/* Context activation is done by the caller. */
|
|
void surface_upload_data(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
|
|
const struct wined3d_format *format, const RECT *src_rect, UINT src_w, const POINT *dst_point,
|
|
BOOL srgb, const struct wined3d_bo_address *data)
|
|
{
|
|
UINT update_w = src_rect->right - src_rect->left;
|
|
UINT update_h = src_rect->bottom - src_rect->top;
|
|
|
|
TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_w %u, dst_point %p, srgb %#x, data {%#x:%p}.\n",
|
|
surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_w,
|
|
wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
|
|
|
|
if (format->heightscale != 1.0f && format->heightscale != 0.0f)
|
|
update_h *= format->heightscale;
|
|
|
|
ENTER_GL();
|
|
|
|
if (data->buffer_object)
|
|
{
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
|
|
checkGLcall("glBindBufferARB");
|
|
}
|
|
|
|
if (format->flags & WINED3DFMT_FLAG_COMPRESSED)
|
|
{
|
|
UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1);
|
|
UINT row_count = (update_h + format->block_height - 1) / format->block_height;
|
|
UINT src_pitch = wined3d_format_calculate_size(format, 1, src_w, 1);
|
|
const BYTE *addr = data->addr;
|
|
GLenum internal;
|
|
|
|
addr += (src_rect->top / format->block_height) * src_pitch;
|
|
addr += (src_rect->left / format->block_width) * format->block_byte_count;
|
|
|
|
if (srgb)
|
|
internal = format->glGammaInternal;
|
|
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
|
|
internal = format->rtInternal;
|
|
else
|
|
internal = format->glInternal;
|
|
|
|
TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
|
|
"format %#x, image_size %#x, addr %p.\n", surface->texture_target, surface->texture_level,
|
|
dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr);
|
|
|
|
if (row_length == src_pitch)
|
|
{
|
|
GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
|
|
dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr));
|
|
}
|
|
else
|
|
{
|
|
UINT row, y;
|
|
|
|
/* glCompressedTexSubImage2DARB() ignores pixel store state, so we
|
|
* can't use the unpack row length like below. */
|
|
for (row = 0, y = dst_point->y; row < row_count; ++row)
|
|
{
|
|
GL_EXTCALL(glCompressedTexSubImage2DARB(surface->texture_target, surface->texture_level,
|
|
dst_point->x, y, update_w, format->block_height, internal, row_length, addr));
|
|
y += format->block_height;
|
|
addr += src_pitch;
|
|
}
|
|
}
|
|
checkGLcall("glCompressedTexSubImage2DARB");
|
|
}
|
|
else
|
|
{
|
|
const BYTE *addr = data->addr;
|
|
|
|
addr += src_rect->top * src_w * format->byte_count;
|
|
addr += src_rect->left * format->byte_count;
|
|
|
|
TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, addr %p.\n",
|
|
surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
|
|
update_w, update_h, format->glFormat, format->glType, addr);
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, src_w);
|
|
glTexSubImage2D(surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
|
|
update_w, update_h, format->glFormat, format->glType, addr);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
checkGLcall("glTexSubImage2D");
|
|
}
|
|
|
|
if (data->buffer_object)
|
|
{
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
|
checkGLcall("glBindBufferARB");
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
if (wined3d_settings.strict_draw_ordering)
|
|
wglFlush();
|
|
|
|
if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < device->context_count; ++i)
|
|
{
|
|
context_surface_update(device->contexts[i], surface);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
|
|
const struct wined3d_format *format, BOOL srgb)
|
|
{
|
|
BOOL enable_client_storage = FALSE;
|
|
GLsizei width = surface->pow2Width;
|
|
GLsizei height = surface->pow2Height;
|
|
const BYTE *mem = NULL;
|
|
GLenum internal;
|
|
|
|
if (srgb)
|
|
{
|
|
internal = format->glGammaInternal;
|
|
}
|
|
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET && surface_is_offscreen(surface))
|
|
{
|
|
internal = format->rtInternal;
|
|
}
|
|
else
|
|
{
|
|
internal = format->glInternal;
|
|
}
|
|
|
|
if (format->heightscale != 1.0f && format->heightscale != 0.0f) height *= format->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",
|
|
surface, surface->texture_target, surface->texture_level, debug_d3dformat(format->id),
|
|
internal, width, height, format->glFormat, format->glType);
|
|
|
|
ENTER_GL();
|
|
|
|
if (gl_info->supported[APPLE_CLIENT_STORAGE])
|
|
{
|
|
if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
|
|
|| !surface->resource.allocatedMemory)
|
|
{
|
|
/* 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)");
|
|
surface->flags &= ~SFLAG_CLIENT;
|
|
enable_client_storage = TRUE;
|
|
}
|
|
else
|
|
{
|
|
surface->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)surface->resource.heapMemory
|
|
+ (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
|
}
|
|
}
|
|
|
|
if (format->flags & WINED3DFMT_FLAG_COMPRESSED && mem)
|
|
{
|
|
GL_EXTCALL(glCompressedTexImage2DARB(surface->texture_target, surface->texture_level,
|
|
internal, width, height, 0, surface->resource.size, mem));
|
|
checkGLcall("glCompressedTexImage2DARB");
|
|
}
|
|
else
|
|
{
|
|
glTexImage2D(surface->texture_target, surface->texture_level,
|
|
internal, width, height, 0, format->glFormat, format->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(struct wined3d_surface *surface, const struct wined3d_surface *rt)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
|
|
struct wined3d_renderbuffer_entry *entry;
|
|
GLuint renderbuffer = 0;
|
|
unsigned int src_width, src_height;
|
|
unsigned int width, height;
|
|
|
|
if (rt && rt->resource.format->id != WINED3DFMT_NULL)
|
|
{
|
|
width = rt->pow2Width;
|
|
height = rt->pow2Height;
|
|
}
|
|
else
|
|
{
|
|
width = surface->pow2Width;
|
|
height = surface->pow2Height;
|
|
}
|
|
|
|
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, struct wined3d_renderbuffer_entry, 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->glInternal, width, height);
|
|
|
|
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
|
|
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(const struct wined3d_surface *surface)
|
|
{
|
|
const struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
if (surface->container.type != WINED3D_CONTAINER_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(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect)
|
|
{
|
|
TRACE("surface %p, dirty_rect %p.\n", surface, dirty_rect);
|
|
|
|
if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
|
|
/* No partial locking for textures yet. */
|
|
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
|
|
|
|
surface_modify_location(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->resource.width;
|
|
surface->dirtyRect.bottom = surface->resource.height;
|
|
}
|
|
|
|
/* if the container is a texture then mark it dirty. */
|
|
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
|
|
{
|
|
TRACE("Passing to container.\n");
|
|
wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
|
|
}
|
|
}
|
|
|
|
HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb)
|
|
{
|
|
DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
|
|
BOOL ck_changed;
|
|
|
|
TRACE("surface %p, srgb %#x.\n", surface, srgb);
|
|
|
|
if (surface->resource.pool == WINED3DPOOL_SCRATCH)
|
|
{
|
|
ERR("Not supported on scratch surfaces.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
ck_changed = !(surface->flags & SFLAG_GLCKEY) != !(surface->CKeyFlags & WINEDDSD_CKSRCBLT);
|
|
|
|
/* Reload if either the texture and sysmem have different ideas about the
|
|
* color key, or the actual key values changed. */
|
|
if (ck_changed || ((surface->CKeyFlags & WINEDDSD_CKSRCBLT)
|
|
&& (surface->glCKey.dwColorSpaceLowValue != surface->SrcBltCKey.dwColorSpaceLowValue
|
|
|| surface->glCKey.dwColorSpaceHighValue != surface->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. */
|
|
|
|
surface_load_location(surface, 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. */
|
|
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
|
|
/* Switching color keying on / off may change the internal format. */
|
|
if (ck_changed)
|
|
surface_force_reload(surface);
|
|
}
|
|
else if (!(surface->flags & flag))
|
|
{
|
|
TRACE("Reloading because surface is dirty.\n");
|
|
}
|
|
else
|
|
{
|
|
TRACE("surface is already in texture\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* No partial locking for textures yet. */
|
|
surface_load_location(surface, flag, NULL);
|
|
surface_evict_sysmem(surface);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* See also float_16_to_32() in wined3d_private.h */
|
|
static inline unsigned short float_32_to_16(const float *in)
|
|
{
|
|
int exp = 0;
|
|
float tmp = fabsf(*in);
|
|
unsigned int mantissa;
|
|
unsigned short ret;
|
|
|
|
/* Deal with special numbers */
|
|
if (*in == 0.0f)
|
|
return 0x0000;
|
|
if (isnan(*in))
|
|
return 0x7c01;
|
|
if (isinf(*in))
|
|
return (*in < 0.0f ? 0xfc00 : 0x7c00);
|
|
|
|
if (tmp < powf(2, 10))
|
|
{
|
|
do
|
|
{
|
|
tmp = tmp * 2.0f;
|
|
exp--;
|
|
} while (tmp < powf(2, 10));
|
|
}
|
|
else if (tmp >= powf(2, 11))
|
|
{
|
|
do
|
|
{
|
|
tmp /= 2.0f;
|
|
exp++;
|
|
} while (tmp >= powf(2, 11));
|
|
}
|
|
|
|
mantissa = (unsigned int)tmp;
|
|
if (tmp - mantissa >= 0.5f)
|
|
++mantissa; /* Round to nearest, away from zero. */
|
|
|
|
exp += 10; /* Normalize the mantissa. */
|
|
exp += 15; /* Exponent is encoded with excess 15. */
|
|
|
|
if (exp > 30) /* too big */
|
|
{
|
|
ret = 0x7c00; /* INF */
|
|
}
|
|
else if (exp <= 0)
|
|
{
|
|
/* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
|
|
while (exp <= 0)
|
|
{
|
|
mantissa = mantissa >> 1;
|
|
++exp;
|
|
}
|
|
ret = mantissa & 0x3ff;
|
|
}
|
|
else
|
|
{
|
|
ret = (exp << 10) | (mantissa & 0x3ff);
|
|
}
|
|
|
|
ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
|
|
return ret;
|
|
}
|
|
|
|
ULONG CDECL wined3d_surface_incref(struct wined3d_surface *surface)
|
|
{
|
|
ULONG refcount;
|
|
|
|
TRACE("Surface %p, container %p of type %#x.\n",
|
|
surface, surface->container.u.base, surface->container.type);
|
|
|
|
switch (surface->container.type)
|
|
{
|
|
case WINED3D_CONTAINER_TEXTURE:
|
|
return wined3d_texture_incref(surface->container.u.texture);
|
|
|
|
case WINED3D_CONTAINER_SWAPCHAIN:
|
|
return wined3d_swapchain_incref(surface->container.u.swapchain);
|
|
|
|
default:
|
|
ERR("Unhandled container type %#x.\n", surface->container.type);
|
|
case WINED3D_CONTAINER_NONE:
|
|
break;
|
|
}
|
|
|
|
refcount = InterlockedIncrement(&surface->resource.ref);
|
|
TRACE("%p increasing refcount to %u.\n", surface, refcount);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
ULONG CDECL wined3d_surface_decref(struct wined3d_surface *surface)
|
|
{
|
|
ULONG refcount;
|
|
|
|
TRACE("Surface %p, container %p of type %#x.\n",
|
|
surface, surface->container.u.base, surface->container.type);
|
|
|
|
switch (surface->container.type)
|
|
{
|
|
case WINED3D_CONTAINER_TEXTURE:
|
|
return wined3d_texture_decref(surface->container.u.texture);
|
|
|
|
case WINED3D_CONTAINER_SWAPCHAIN:
|
|
return wined3d_swapchain_decref(surface->container.u.swapchain);
|
|
|
|
default:
|
|
ERR("Unhandled container type %#x.\n", surface->container.type);
|
|
case WINED3D_CONTAINER_NONE:
|
|
break;
|
|
}
|
|
|
|
refcount = InterlockedDecrement(&surface->resource.ref);
|
|
TRACE("%p decreasing refcount to %u.\n", surface, refcount);
|
|
|
|
if (!refcount)
|
|
{
|
|
surface->surface_ops->surface_cleanup(surface);
|
|
surface->resource.parent_ops->wined3d_object_destroyed(surface->resource.parent);
|
|
|
|
TRACE("Destroyed surface %p.\n", surface);
|
|
HeapFree(GetProcessHeap(), 0, surface);
|
|
}
|
|
|
|
return refcount;
|
|
}
|
|
|
|
DWORD CDECL wined3d_surface_set_priority(struct wined3d_surface *surface, DWORD priority)
|
|
{
|
|
return resource_set_priority(&surface->resource, priority);
|
|
}
|
|
|
|
DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
|
|
{
|
|
return resource_get_priority(&surface->resource);
|
|
}
|
|
|
|
void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
surface->surface_ops->surface_preload(surface);
|
|
}
|
|
|
|
void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
return surface->resource.parent;
|
|
}
|
|
|
|
struct wined3d_resource * CDECL wined3d_surface_get_resource(struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
return &surface->resource;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_get_blt_status(const struct wined3d_surface *surface, DWORD flags)
|
|
{
|
|
TRACE("surface %p, flags %#x.\n", surface, flags);
|
|
|
|
switch (flags)
|
|
{
|
|
case WINEDDGBS_CANBLT:
|
|
case WINEDDGBS_ISBLTDONE:
|
|
return WINED3D_OK;
|
|
|
|
default:
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_get_flip_status(const struct wined3d_surface *surface, DWORD flags)
|
|
{
|
|
TRACE("surface %p, flags %#x.\n", surface, flags);
|
|
|
|
/* XXX: DDERR_INVALIDSURFACETYPE */
|
|
|
|
switch (flags)
|
|
{
|
|
case WINEDDGFS_CANFLIP:
|
|
case WINEDDGFS_ISFLIPDONE:
|
|
return WINED3D_OK;
|
|
|
|
default:
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_is_lost(const struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
/* D3D8 and 9 loose full devices, ddraw only surfaces. */
|
|
return surface->flags & SFLAG_LOST ? WINED3DERR_DEVICELOST : WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_restore(struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
surface->flags &= ~SFLAG_LOST;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_set_palette(struct wined3d_surface *surface, struct wined3d_palette *palette)
|
|
{
|
|
TRACE("surface %p, palette %p.\n", surface, palette);
|
|
|
|
if (surface->palette == palette)
|
|
{
|
|
TRACE("Nop palette change.\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (surface->palette && (surface->resource.usage & WINED3DUSAGE_RENDERTARGET))
|
|
surface->palette->flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
|
|
|
|
surface->palette = palette;
|
|
|
|
if (palette)
|
|
{
|
|
if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
|
palette->flags |= WINEDDPCAPS_PRIMARYSURFACE;
|
|
|
|
surface->surface_ops->surface_realize_palette(surface);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_set_color_key(struct wined3d_surface *surface,
|
|
DWORD flags, const WINEDDCOLORKEY *color_key)
|
|
{
|
|
TRACE("surface %p, flags %#x, color_key %p.\n", surface, flags, color_key);
|
|
|
|
if (flags & WINEDDCKEY_COLORSPACE)
|
|
{
|
|
FIXME(" colorkey value not supported (%08x) !\n", flags);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Dirtify the surface, but only if a key was changed. */
|
|
if (color_key)
|
|
{
|
|
switch (flags & ~WINEDDCKEY_COLORSPACE)
|
|
{
|
|
case WINEDDCKEY_DESTBLT:
|
|
surface->DestBltCKey = *color_key;
|
|
surface->CKeyFlags |= WINEDDSD_CKDESTBLT;
|
|
break;
|
|
|
|
case WINEDDCKEY_DESTOVERLAY:
|
|
surface->DestOverlayCKey = *color_key;
|
|
surface->CKeyFlags |= WINEDDSD_CKDESTOVERLAY;
|
|
break;
|
|
|
|
case WINEDDCKEY_SRCOVERLAY:
|
|
surface->SrcOverlayCKey = *color_key;
|
|
surface->CKeyFlags |= WINEDDSD_CKSRCOVERLAY;
|
|
break;
|
|
|
|
case WINEDDCKEY_SRCBLT:
|
|
surface->SrcBltCKey = *color_key;
|
|
surface->CKeyFlags |= WINEDDSD_CKSRCBLT;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (flags & ~WINEDDCKEY_COLORSPACE)
|
|
{
|
|
case WINEDDCKEY_DESTBLT:
|
|
surface->CKeyFlags &= ~WINEDDSD_CKDESTBLT;
|
|
break;
|
|
|
|
case WINEDDCKEY_DESTOVERLAY:
|
|
surface->CKeyFlags &= ~WINEDDSD_CKDESTOVERLAY;
|
|
break;
|
|
|
|
case WINEDDCKEY_SRCOVERLAY:
|
|
surface->CKeyFlags &= ~WINEDDSD_CKSRCOVERLAY;
|
|
break;
|
|
|
|
case WINEDDCKEY_SRCBLT:
|
|
surface->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
struct wined3d_palette * CDECL wined3d_surface_get_palette(const struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
return surface->palette;
|
|
}
|
|
|
|
DWORD CDECL wined3d_surface_get_pitch(const struct wined3d_surface *surface)
|
|
{
|
|
const struct wined3d_format *format = surface->resource.format;
|
|
DWORD pitch;
|
|
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED)
|
|
{
|
|
/* Since compressed formats are block based, pitch means the amount of
|
|
* bytes to the next row of block rather than the next row of pixels. */
|
|
UINT row_block_count = (surface->resource.width + format->block_width - 1) / format->block_width;
|
|
pitch = row_block_count * format->block_byte_count;
|
|
}
|
|
else
|
|
{
|
|
unsigned char alignment = surface->resource.device->surface_alignment;
|
|
pitch = surface->resource.format->byte_count * surface->resource.width; /* Bytes / row */
|
|
pitch = (pitch + alignment - 1) & ~(alignment - 1);
|
|
}
|
|
|
|
TRACE("Returning %u.\n", pitch);
|
|
|
|
return pitch;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_set_mem(struct wined3d_surface *surface, void *mem)
|
|
{
|
|
TRACE("surface %p, mem %p.\n", surface, mem);
|
|
|
|
if (surface->flags & (SFLAG_LOCKED | SFLAG_DCINUSE))
|
|
{
|
|
WARN("Surface is locked or the DC is in use.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Render targets depend on their hdc, and we can't create an hdc on a user pointer. */
|
|
if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
|
{
|
|
ERR("Not supported on render targets.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (mem && mem != surface->resource.allocatedMemory)
|
|
{
|
|
void *release = NULL;
|
|
|
|
/* Do I have to copy the old surface content? */
|
|
if (surface->flags & SFLAG_DIBSECTION)
|
|
{
|
|
SelectObject(surface->hDC, surface->dib.holdbitmap);
|
|
DeleteDC(surface->hDC);
|
|
/* Release the DIB section. */
|
|
DeleteObject(surface->dib.DIBsection);
|
|
surface->dib.bitmap_data = NULL;
|
|
surface->resource.allocatedMemory = NULL;
|
|
surface->hDC = NULL;
|
|
surface->flags &= ~SFLAG_DIBSECTION;
|
|
}
|
|
else if (!(surface->flags & SFLAG_USERPTR))
|
|
{
|
|
release = surface->resource.heapMemory;
|
|
surface->resource.heapMemory = NULL;
|
|
}
|
|
surface->resource.allocatedMemory = mem;
|
|
surface->flags |= SFLAG_USERPTR;
|
|
|
|
/* Now the surface memory is most up do date. Invalidate drawable and texture. */
|
|
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
|
|
|
|
/* For client textures OpenGL has to be notified. */
|
|
if (surface->flags & SFLAG_CLIENT)
|
|
surface_release_client_storage(surface);
|
|
|
|
/* Now free the old memory if any. */
|
|
HeapFree(GetProcessHeap(), 0, release);
|
|
}
|
|
else if (surface->flags & SFLAG_USERPTR)
|
|
{
|
|
/* HeapMemory should be NULL already. */
|
|
if (surface->resource.heapMemory)
|
|
ERR("User pointer surface has heap memory allocated.\n");
|
|
|
|
if (!mem)
|
|
{
|
|
surface->resource.allocatedMemory = NULL;
|
|
surface->flags &= ~(SFLAG_USERPTR | SFLAG_INSYSMEM);
|
|
|
|
if (surface->flags & SFLAG_CLIENT)
|
|
surface_release_client_storage(surface);
|
|
|
|
surface_prepare_system_memory(surface);
|
|
}
|
|
|
|
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_set_overlay_position(struct wined3d_surface *surface, LONG x, LONG y)
|
|
{
|
|
LONG w, h;
|
|
|
|
TRACE("surface %p, x %d, y %d.\n", surface, x, y);
|
|
|
|
if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
|
|
{
|
|
WARN("Not an overlay surface.\n");
|
|
return WINEDDERR_NOTAOVERLAYSURFACE;
|
|
}
|
|
|
|
w = surface->overlay_destrect.right - surface->overlay_destrect.left;
|
|
h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
|
|
surface->overlay_destrect.left = x;
|
|
surface->overlay_destrect.top = y;
|
|
surface->overlay_destrect.right = x + w;
|
|
surface->overlay_destrect.bottom = y + h;
|
|
|
|
surface->surface_ops->surface_draw_overlay(surface);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_get_overlay_position(const struct wined3d_surface *surface, LONG *x, LONG *y)
|
|
{
|
|
TRACE("surface %p, x %p, y %p.\n", surface, x, y);
|
|
|
|
if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
|
|
{
|
|
TRACE("Not an overlay surface.\n");
|
|
return WINEDDERR_NOTAOVERLAYSURFACE;
|
|
}
|
|
|
|
if (!surface->overlay_dest)
|
|
{
|
|
TRACE("Overlay not visible.\n");
|
|
*x = 0;
|
|
*y = 0;
|
|
return WINEDDERR_OVERLAYNOTVISIBLE;
|
|
}
|
|
|
|
*x = surface->overlay_destrect.left;
|
|
*y = surface->overlay_destrect.top;
|
|
|
|
TRACE("Returning position %d, %d.\n", *x, *y);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_update_overlay_z_order(struct wined3d_surface *surface,
|
|
DWORD flags, struct wined3d_surface *ref)
|
|
{
|
|
FIXME("surface %p, flags %#x, ref %p stub!\n", surface, flags, ref);
|
|
|
|
if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
|
|
{
|
|
TRACE("Not an overlay surface.\n");
|
|
return WINEDDERR_NOTAOVERLAYSURFACE;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_update_overlay(struct wined3d_surface *surface, const RECT *src_rect,
|
|
struct wined3d_surface *dst_surface, const RECT *dst_rect, DWORD flags, const WINEDDOVERLAYFX *fx)
|
|
{
|
|
TRACE("surface %p, src_rect %s, dst_surface %p, dst_rect %s, flags %#x, fx %p.\n",
|
|
surface, wine_dbgstr_rect(src_rect), dst_surface, wine_dbgstr_rect(dst_rect), flags, fx);
|
|
|
|
if (!(surface->resource.usage & WINED3DUSAGE_OVERLAY))
|
|
{
|
|
WARN("Not an overlay surface.\n");
|
|
return WINEDDERR_NOTAOVERLAYSURFACE;
|
|
}
|
|
else if (!dst_surface)
|
|
{
|
|
WARN("Dest surface is NULL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (src_rect)
|
|
{
|
|
surface->overlay_srcrect = *src_rect;
|
|
}
|
|
else
|
|
{
|
|
surface->overlay_srcrect.left = 0;
|
|
surface->overlay_srcrect.top = 0;
|
|
surface->overlay_srcrect.right = surface->resource.width;
|
|
surface->overlay_srcrect.bottom = surface->resource.height;
|
|
}
|
|
|
|
if (dst_rect)
|
|
{
|
|
surface->overlay_destrect = *dst_rect;
|
|
}
|
|
else
|
|
{
|
|
surface->overlay_destrect.left = 0;
|
|
surface->overlay_destrect.top = 0;
|
|
surface->overlay_destrect.right = dst_surface ? dst_surface->resource.width : 0;
|
|
surface->overlay_destrect.bottom = dst_surface ? dst_surface->resource.height : 0;
|
|
}
|
|
|
|
if (surface->overlay_dest && (surface->overlay_dest != dst_surface || flags & WINEDDOVER_HIDE))
|
|
{
|
|
list_remove(&surface->overlay_entry);
|
|
}
|
|
|
|
if (flags & WINEDDOVER_SHOW)
|
|
{
|
|
if (surface->overlay_dest != dst_surface)
|
|
{
|
|
surface->overlay_dest = dst_surface;
|
|
list_add_tail(&dst_surface->overlays, &surface->overlay_entry);
|
|
}
|
|
}
|
|
else if (flags & WINEDDOVER_HIDE)
|
|
{
|
|
/* tests show that the rectangles are erased on hide */
|
|
surface->overlay_srcrect.left = 0; surface->overlay_srcrect.top = 0;
|
|
surface->overlay_srcrect.right = 0; surface->overlay_srcrect.bottom = 0;
|
|
surface->overlay_destrect.left = 0; surface->overlay_destrect.top = 0;
|
|
surface->overlay_destrect.right = 0; surface->overlay_destrect.bottom = 0;
|
|
surface->overlay_dest = NULL;
|
|
}
|
|
|
|
surface->surface_ops->surface_draw_overlay(surface);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_set_clipper(struct wined3d_surface *surface, struct wined3d_clipper *clipper)
|
|
{
|
|
TRACE("surface %p, clipper %p.\n", surface, clipper);
|
|
|
|
surface->clipper = clipper;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
struct wined3d_clipper * CDECL wined3d_surface_get_clipper(const struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
return surface->clipper;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_set_format(struct wined3d_surface *surface, enum wined3d_format_id format_id)
|
|
{
|
|
const struct wined3d_format *format = wined3d_get_format(&surface->resource.device->adapter->gl_info, format_id);
|
|
|
|
TRACE("surface %p, format %s.\n", surface, debug_d3dformat(format_id));
|
|
|
|
if (surface->resource.format->id != WINED3DFMT_UNKNOWN)
|
|
{
|
|
FIXME("The format of the surface must be WINED3DFORMAT_UNKNOWN.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
surface->resource.size = wined3d_format_calculate_size(format, surface->resource.device->surface_alignment,
|
|
surface->pow2Width, surface->pow2Height);
|
|
surface->flags |= (WINED3DFMT_D16_LOCKABLE == format_id) ? SFLAG_LOCKABLE : 0;
|
|
surface->resource.format = format;
|
|
|
|
TRACE("size %u, byte_count %u\n", surface->resource.size, format->byte_count);
|
|
TRACE("glFormat %#x, glInternal %#x, glType %#x.\n",
|
|
format->glFormat, format->glInternal, format->glType);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
|
|
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
|
|
{
|
|
unsigned short *dst_s;
|
|
const float *src_f;
|
|
unsigned int x, y;
|
|
|
|
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
|
|
|
|
for (y = 0; y < h; ++y)
|
|
{
|
|
src_f = (const float *)(src + y * pitch_in);
|
|
dst_s = (unsigned short *) (dst + y * pitch_out);
|
|
for (x = 0; x < w; ++x)
|
|
{
|
|
dst_s[x] = float_32_to_16(src_f + x);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
|
|
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
|
|
{
|
|
static const unsigned char convert_5to8[] =
|
|
{
|
|
0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
|
|
0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
|
|
0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
|
|
0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
|
|
};
|
|
static const unsigned char convert_6to8[] =
|
|
{
|
|
0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
|
|
0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
|
|
0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
|
|
0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
|
|
0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
|
|
0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
|
|
0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
|
|
0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
|
|
};
|
|
unsigned int x, y;
|
|
|
|
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
|
|
|
|
for (y = 0; y < h; ++y)
|
|
{
|
|
const WORD *src_line = (const WORD *)(src + y * pitch_in);
|
|
DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
|
|
for (x = 0; x < w; ++x)
|
|
{
|
|
WORD pixel = src_line[x];
|
|
dst_line[x] = 0xff000000
|
|
| convert_5to8[(pixel & 0xf800) >> 11] << 16
|
|
| convert_6to8[(pixel & 0x07e0) >> 5] << 8
|
|
| convert_5to8[(pixel & 0x001f)];
|
|
}
|
|
}
|
|
}
|
|
|
|
/* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since
|
|
* in both cases we're just setting the X / Alpha channel to 0xff. */
|
|
static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
|
|
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
|
|
{
|
|
unsigned int x, y;
|
|
|
|
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
|
|
|
|
for (y = 0; y < h; ++y)
|
|
{
|
|
const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
|
|
DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
|
|
|
|
for (x = 0; x < w; ++x)
|
|
{
|
|
dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline BYTE cliptobyte(int x)
|
|
{
|
|
return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
|
|
}
|
|
|
|
static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
|
|
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
|
|
{
|
|
int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
|
|
unsigned int x, y;
|
|
|
|
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
|
|
|
|
for (y = 0; y < h; ++y)
|
|
{
|
|
const BYTE *src_line = src + y * pitch_in;
|
|
DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
|
|
for (x = 0; x < w; ++x)
|
|
{
|
|
/* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
|
|
* C = Y - 16; D = U - 128; E = V - 128;
|
|
* R = cliptobyte((298 * C + 409 * E + 128) >> 8);
|
|
* G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
|
|
* B = cliptobyte((298 * C + 516 * D + 128) >> 8);
|
|
* Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
|
|
* U and V are shared between the pixels. */
|
|
if (!(x & 1)) /* For every even pixel, read new U and V. */
|
|
{
|
|
d = (int) src_line[1] - 128;
|
|
e = (int) src_line[3] - 128;
|
|
r2 = 409 * e + 128;
|
|
g2 = - 100 * d - 208 * e + 128;
|
|
b2 = 516 * d + 128;
|
|
}
|
|
c2 = 298 * ((int) src_line[0] - 16);
|
|
dst_line[x] = 0xff000000
|
|
| cliptobyte((c2 + r2) >> 8) << 16 /* red */
|
|
| cliptobyte((c2 + g2) >> 8) << 8 /* green */
|
|
| cliptobyte((c2 + b2) >> 8); /* blue */
|
|
/* Scale RGB values to 0..255 range,
|
|
* then clip them if still not in range (may be negative),
|
|
* then shift them within DWORD if necessary. */
|
|
src_line += 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
|
|
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
|
|
{
|
|
unsigned int x, y;
|
|
int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
|
|
|
|
TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
|
|
|
|
for (y = 0; y < h; ++y)
|
|
{
|
|
const BYTE *src_line = src + y * pitch_in;
|
|
WORD *dst_line = (WORD *)(dst + y * pitch_out);
|
|
for (x = 0; x < w; ++x)
|
|
{
|
|
/* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
|
|
* C = Y - 16; D = U - 128; E = V - 128;
|
|
* R = cliptobyte((298 * C + 409 * E + 128) >> 8);
|
|
* G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
|
|
* B = cliptobyte((298 * C + 516 * D + 128) >> 8);
|
|
* Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
|
|
* U and V are shared between the pixels. */
|
|
if (!(x & 1)) /* For every even pixel, read new U and V. */
|
|
{
|
|
d = (int) src_line[1] - 128;
|
|
e = (int) src_line[3] - 128;
|
|
r2 = 409 * e + 128;
|
|
g2 = - 100 * d - 208 * e + 128;
|
|
b2 = 516 * d + 128;
|
|
}
|
|
c2 = 298 * ((int) src_line[0] - 16);
|
|
dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */
|
|
| (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */
|
|
| (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */
|
|
/* Scale RGB values to 0..255 range,
|
|
* then clip them if still not in range (may be negative),
|
|
* then shift them within DWORD if necessary. */
|
|
src_line += 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
struct d3dfmt_convertor_desc
|
|
{
|
|
enum wined3d_format_id from, to;
|
|
void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
|
|
};
|
|
|
|
static const struct d3dfmt_convertor_desc convertors[] =
|
|
{
|
|
{WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float},
|
|
{WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8},
|
|
{WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8},
|
|
{WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM, convert_a8r8g8b8_x8r8g8b8},
|
|
{WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8},
|
|
{WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5},
|
|
};
|
|
|
|
static inline const struct d3dfmt_convertor_desc *find_convertor(enum wined3d_format_id from,
|
|
enum wined3d_format_id to)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < (sizeof(convertors) / sizeof(*convertors)); ++i)
|
|
{
|
|
if (convertors[i].from == from && convertors[i].to == to)
|
|
return &convertors[i];
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* surface_convert_format
|
|
*
|
|
* Creates a duplicate of a surface in a different format. Is used by Blt to
|
|
* blit between surfaces with different formats.
|
|
*
|
|
* Parameters
|
|
* source: Source surface
|
|
* fmt: Requested destination format
|
|
*
|
|
*****************************************************************************/
|
|
static struct wined3d_surface *surface_convert_format(struct wined3d_surface *source, enum wined3d_format_id to_fmt)
|
|
{
|
|
const struct d3dfmt_convertor_desc *conv;
|
|
WINED3DLOCKED_RECT lock_src, lock_dst;
|
|
struct wined3d_surface *ret = NULL;
|
|
HRESULT hr;
|
|
|
|
conv = find_convertor(source->resource.format->id, to_fmt);
|
|
if (!conv)
|
|
{
|
|
FIXME("Cannot find a conversion function from format %s to %s.\n",
|
|
debug_d3dformat(source->resource.format->id), debug_d3dformat(to_fmt));
|
|
return NULL;
|
|
}
|
|
|
|
wined3d_surface_create(source->resource.device, source->resource.width,
|
|
source->resource.height, to_fmt, TRUE /* lockable */, TRUE /* discard */, 0 /* level */,
|
|
0 /* usage */, WINED3DPOOL_SCRATCH, WINED3DMULTISAMPLE_NONE /* TODO: Multisampled conversion */,
|
|
0 /* MultiSampleQuality */, source->surface_type, NULL /* parent */, &wined3d_null_parent_ops, &ret);
|
|
if (!ret)
|
|
{
|
|
ERR("Failed to create a destination surface for conversion.\n");
|
|
return NULL;
|
|
}
|
|
|
|
memset(&lock_src, 0, sizeof(lock_src));
|
|
memset(&lock_dst, 0, sizeof(lock_dst));
|
|
|
|
hr = wined3d_surface_map(source, &lock_src, NULL, WINED3DLOCK_READONLY);
|
|
if (FAILED(hr))
|
|
{
|
|
ERR("Failed to lock the source surface.\n");
|
|
wined3d_surface_decref(ret);
|
|
return NULL;
|
|
}
|
|
hr = wined3d_surface_map(ret, &lock_dst, NULL, WINED3DLOCK_READONLY);
|
|
if (FAILED(hr))
|
|
{
|
|
ERR("Failed to lock the destination surface.\n");
|
|
wined3d_surface_unmap(source);
|
|
wined3d_surface_decref(ret);
|
|
return NULL;
|
|
}
|
|
|
|
conv->convert(lock_src.pBits, lock_dst.pBits, lock_src.Pitch, lock_dst.Pitch,
|
|
source->resource.width, source->resource.height);
|
|
|
|
wined3d_surface_unmap(ret);
|
|
wined3d_surface_unmap(source);
|
|
|
|
return ret;
|
|
}
|
|
|
|
static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height,
|
|
unsigned int bpp, UINT pitch, DWORD color)
|
|
{
|
|
BYTE *first;
|
|
int x, y;
|
|
|
|
/* Do first row */
|
|
|
|
#define COLORFILL_ROW(type) \
|
|
do { \
|
|
type *d = (type *)buf; \
|
|
for (x = 0; x < width; ++x) \
|
|
d[x] = (type)color; \
|
|
} while(0)
|
|
|
|
switch (bpp)
|
|
{
|
|
case 1:
|
|
COLORFILL_ROW(BYTE);
|
|
break;
|
|
|
|
case 2:
|
|
COLORFILL_ROW(WORD);
|
|
break;
|
|
|
|
case 3:
|
|
{
|
|
BYTE *d = buf;
|
|
for (x = 0; x < width; ++x, d += 3)
|
|
{
|
|
d[0] = (color ) & 0xFF;
|
|
d[1] = (color >> 8) & 0xFF;
|
|
d[2] = (color >> 16) & 0xFF;
|
|
}
|
|
break;
|
|
}
|
|
case 4:
|
|
COLORFILL_ROW(DWORD);
|
|
break;
|
|
|
|
default:
|
|
FIXME("Color fill not implemented for bpp %u!\n", bpp * 8);
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
#undef COLORFILL_ROW
|
|
|
|
/* Now copy first row. */
|
|
first = buf;
|
|
for (y = 1; y < height; ++y)
|
|
{
|
|
buf += pitch;
|
|
memcpy(buf, first, width * bpp);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_unmap(struct wined3d_surface *surface)
|
|
{
|
|
TRACE("surface %p.\n", surface);
|
|
|
|
if (!(surface->flags & SFLAG_LOCKED))
|
|
{
|
|
WARN("Trying to unmap unmapped surface.\n");
|
|
return WINEDDERR_NOTLOCKED;
|
|
}
|
|
surface->flags &= ~SFLAG_LOCKED;
|
|
|
|
surface->surface_ops->surface_unmap(surface);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_map(struct wined3d_surface *surface,
|
|
WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
|
|
{
|
|
TRACE("surface %p, locked_rect %p, rect %s, flags %#x.\n",
|
|
surface, locked_rect, wine_dbgstr_rect(rect), flags);
|
|
|
|
if (surface->flags & SFLAG_LOCKED)
|
|
{
|
|
WARN("Surface is already mapped.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
surface->flags |= SFLAG_LOCKED;
|
|
|
|
if (!(surface->flags & SFLAG_LOCKABLE))
|
|
WARN("Trying to lock unlockable surface.\n");
|
|
|
|
surface->surface_ops->surface_map(surface, rect, flags);
|
|
|
|
locked_rect->Pitch = wined3d_surface_get_pitch(surface);
|
|
|
|
if (!rect)
|
|
{
|
|
locked_rect->pBits = surface->resource.allocatedMemory;
|
|
surface->lockedRect.left = 0;
|
|
surface->lockedRect.top = 0;
|
|
surface->lockedRect.right = surface->resource.width;
|
|
surface->lockedRect.bottom = surface->resource.height;
|
|
}
|
|
else
|
|
{
|
|
const struct wined3d_format *format = surface->resource.format;
|
|
|
|
if ((format->flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_COMPRESSED)
|
|
{
|
|
/* Compressed textures are block based, so calculate the offset of
|
|
* the block that contains the top-left pixel of the locked rectangle. */
|
|
locked_rect->pBits = surface->resource.allocatedMemory
|
|
+ ((rect->top / format->block_height) * locked_rect->Pitch)
|
|
+ ((rect->left / format->block_width) * format->block_byte_count);
|
|
}
|
|
else
|
|
{
|
|
locked_rect->pBits = surface->resource.allocatedMemory
|
|
+ (locked_rect->Pitch * rect->top)
|
|
+ (rect->left * format->byte_count);
|
|
}
|
|
surface->lockedRect.left = rect->left;
|
|
surface->lockedRect.top = rect->top;
|
|
surface->lockedRect.right = rect->right;
|
|
surface->lockedRect.bottom = rect->bottom;
|
|
}
|
|
|
|
TRACE("Locked rect %s.\n", wine_dbgstr_rect(&surface->lockedRect));
|
|
TRACE("Returning memory %p, pitch %u.\n", locked_rect->pBits, locked_rect->Pitch);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_getdc(struct wined3d_surface *surface, HDC *dc)
|
|
{
|
|
HRESULT hr;
|
|
|
|
TRACE("surface %p, dc %p.\n", surface, dc);
|
|
|
|
if (surface->flags & SFLAG_USERPTR)
|
|
{
|
|
ERR("Not supported on surfaces with application-provided memory.\n");
|
|
return WINEDDERR_NODC;
|
|
}
|
|
|
|
/* Give more detailed info for ddraw. */
|
|
if (surface->flags & SFLAG_DCINUSE)
|
|
return WINEDDERR_DCALREADYCREATED;
|
|
|
|
/* Can't GetDC if the surface is locked. */
|
|
if (surface->flags & SFLAG_LOCKED)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
hr = surface->surface_ops->surface_getdc(surface);
|
|
if (FAILED(hr))
|
|
return hr;
|
|
|
|
if (surface->resource.format->id == WINED3DFMT_P8_UINT
|
|
|| surface->resource.format->id == 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). */
|
|
const PALETTEENTRY *pal = NULL;
|
|
|
|
if (surface->palette)
|
|
{
|
|
pal = surface->palette->palents;
|
|
}
|
|
else
|
|
{
|
|
struct wined3d_swapchain *swapchain = surface->resource.device->swapchains[0];
|
|
struct wined3d_surface *dds_primary = swapchain->front_buffer;
|
|
|
|
if (dds_primary && dds_primary->palette)
|
|
pal = dds_primary->palette->palents;
|
|
}
|
|
|
|
if (pal)
|
|
{
|
|
RGBQUAD col[256];
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
col[i].rgbRed = pal[i].peRed;
|
|
col[i].rgbGreen = pal[i].peGreen;
|
|
col[i].rgbBlue = pal[i].peBlue;
|
|
col[i].rgbReserved = 0;
|
|
}
|
|
SetDIBColorTable(surface->hDC, 0, 256, col);
|
|
}
|
|
}
|
|
|
|
surface->flags |= SFLAG_DCINUSE;
|
|
|
|
*dc = surface->hDC;
|
|
TRACE("Returning dc %p.\n", *dc);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_releasedc(struct wined3d_surface *surface, HDC dc)
|
|
{
|
|
TRACE("surface %p, dc %p.\n", surface, dc);
|
|
|
|
if (!(surface->flags & SFLAG_DCINUSE))
|
|
return WINEDDERR_NODC;
|
|
|
|
if (surface->hDC != dc)
|
|
{
|
|
WARN("Application tries to release invalid DC %p, surface DC is %p.\n",
|
|
dc, surface->hDC);
|
|
return WINEDDERR_NODC;
|
|
}
|
|
|
|
/* Copy the contents of the DIB over to the PBO. */
|
|
if ((surface->flags & SFLAG_PBO) && surface->resource.allocatedMemory)
|
|
memcpy(surface->resource.allocatedMemory, surface->dib.bitmap_data, surface->resource.size);
|
|
|
|
/* We locked first, so unlock now. */
|
|
wined3d_surface_unmap(surface);
|
|
|
|
surface->flags &= ~SFLAG_DCINUSE;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined3d_surface *override, DWORD flags)
|
|
{
|
|
TRACE("surface %p, override %p, flags %#x.\n", surface, override, flags);
|
|
|
|
if (flags)
|
|
{
|
|
static UINT once;
|
|
if (!once++)
|
|
FIXME("Ignoring flags %#x.\n", flags);
|
|
else
|
|
WARN("Ignoring flags %#x.\n", flags);
|
|
}
|
|
|
|
if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
|
|
{
|
|
ERR("Not supported on swapchain surfaces.\n");
|
|
return WINEDDERR_NOTFLIPPABLE;
|
|
}
|
|
|
|
/* Flipping is only supported on render targets and overlays. */
|
|
if (!(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)))
|
|
{
|
|
WARN("Tried to flip a non-render target, non-overlay surface.\n");
|
|
return WINEDDERR_NOTFLIPPABLE;
|
|
}
|
|
|
|
flip_surface(surface, override);
|
|
|
|
/* Update overlays if they're visible. */
|
|
if ((surface->resource.usage & WINED3DUSAGE_OVERLAY) && surface->overlay_dest)
|
|
return surface->surface_ops->surface_draw_overlay(surface);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
|
|
TRACE("iface %p, srgb %#x.\n", surface, srgb);
|
|
|
|
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
|
|
{
|
|
struct wined3d_texture *texture = surface->container.u.texture;
|
|
|
|
TRACE("Passing to container (%p).\n", texture);
|
|
texture->texture_ops->texture_preload(texture, srgb);
|
|
}
|
|
else
|
|
{
|
|
struct wined3d_context *context;
|
|
|
|
TRACE("(%p) : About to load surface\n", surface);
|
|
|
|
/* TODO: Use already acquired context when possible. */
|
|
context = context_acquire(device, NULL);
|
|
|
|
surface_load(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();
|
|
}
|
|
|
|
context_release(context);
|
|
}
|
|
}
|
|
|
|
BOOL surface_init_sysmem(struct wined3d_surface *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);
|
|
}
|
|
|
|
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/* Read the framebuffer back into the surface */
|
|
static void read_from_framebuffer(struct wined3d_surface *surface, const RECT *rect, void *dest, UINT pitch)
|
|
{
|
|
struct wined3d_device *device = surface->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;
|
|
}
|
|
|
|
context = context_acquire(device, surface);
|
|
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(surface))
|
|
{
|
|
/* Mapping the primary render target which is not on a swapchain.
|
|
* Read from the back buffer. */
|
|
TRACE("Mapping offscreen render target.\n");
|
|
glReadBuffer(device->offscreenBuffer);
|
|
srcIsUpsideDown = TRUE;
|
|
}
|
|
else
|
|
{
|
|
/* Onscreen surfaces are always part of a swapchain */
|
|
GLenum buffer = surface_get_gl_buffer(surface);
|
|
TRACE("Mapping %#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 = surface->resource.width;
|
|
local_rect.bottom = surface->resource.height;
|
|
}
|
|
else
|
|
{
|
|
local_rect = *rect;
|
|
}
|
|
/* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
|
|
|
|
switch (surface->resource.format->id)
|
|
{
|
|
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 = surface->resource.format->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, surface->resource.size * 3);
|
|
if (!mem)
|
|
{
|
|
ERR("Out of memory\n");
|
|
LEAVE_GL();
|
|
return;
|
|
}
|
|
bpp = surface->resource.format->byte_count * 3;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
mem = dest;
|
|
fmt = surface->resource.format->glFormat;
|
|
type = surface->resource.format->glType;
|
|
bpp = surface->resource.format->byte_count;
|
|
}
|
|
|
|
if (surface->flags & SFLAG_PBO)
|
|
{
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, surface->pbo));
|
|
checkGLcall("glBindBufferARB");
|
|
if (mem)
|
|
{
|
|
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, surface->resource.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 ? (surface->resource.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 (surface->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, surface->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 (surface->resource.format->id == 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 (surface->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 (surface->resource.format->id == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(device))
|
|
{
|
|
const PALETTEENTRY *pal = NULL;
|
|
DWORD width = pitch / 3;
|
|
int x, y, c;
|
|
|
|
if (surface->palette)
|
|
{
|
|
pal = surface->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(struct wined3d_surface *surface, BOOL srgb)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
struct wined3d_context *context;
|
|
|
|
if (!surface_is_offscreen(surface))
|
|
{
|
|
/* We would need to flip onscreen surfaces, but there's no efficient
|
|
* way to do that here. It makes more sense for the caller to
|
|
* explicitly go through sysmem. */
|
|
ERR("Not supported for onscreen targets.\n");
|
|
return;
|
|
}
|
|
|
|
/* 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, surface);
|
|
device_invalidate_state(device, STATE_FRAMEBUFFER);
|
|
|
|
surface_prepare_texture(surface, context, srgb);
|
|
surface_bind_and_dirtify(surface, context, srgb);
|
|
|
|
TRACE("Reading back offscreen render target %p.\n", surface);
|
|
|
|
ENTER_GL();
|
|
|
|
glReadBuffer(device->offscreenBuffer);
|
|
checkGLcall("glReadBuffer");
|
|
|
|
glCopyTexSubImage2D(surface->texture_target, surface->texture_level,
|
|
0, 0, 0, 0, surface->resource.width, surface->resource.height);
|
|
checkGLcall("glCopyTexSubImage2D");
|
|
|
|
LEAVE_GL();
|
|
|
|
context_release(context);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void surface_prepare_texture_internal(struct wined3d_surface *surface,
|
|
struct wined3d_context *context, BOOL srgb)
|
|
{
|
|
DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
|
|
CONVERT_TYPES convert;
|
|
struct wined3d_format format;
|
|
|
|
if (surface->flags & alloc_flag) return;
|
|
|
|
d3dfmt_get_conv(surface, TRUE, TRUE, &format, &convert);
|
|
if (convert != NO_CONVERSION || format.convert) surface->flags |= SFLAG_CONVERTED;
|
|
else surface->flags &= ~SFLAG_CONVERTED;
|
|
|
|
surface_bind_and_dirtify(surface, context, srgb);
|
|
surface_allocate_surface(surface, context->gl_info, &format, srgb);
|
|
surface->flags |= alloc_flag;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
void surface_prepare_texture(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
|
|
{
|
|
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
|
|
{
|
|
struct wined3d_texture *texture = surface->container.u.texture;
|
|
UINT sub_count = texture->level_count * texture->layer_count;
|
|
UINT i;
|
|
|
|
TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
|
|
|
|
for (i = 0; i < sub_count; ++i)
|
|
{
|
|
struct wined3d_surface *s = surface_from_resource(texture->sub_resources[i]);
|
|
surface_prepare_texture_internal(s, context, srgb);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
surface_prepare_texture_internal(surface, context, srgb);
|
|
}
|
|
|
|
void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL multisample)
|
|
{
|
|
if (multisample)
|
|
{
|
|
if (surface->rb_multisample)
|
|
return;
|
|
|
|
gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_multisample);
|
|
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_multisample);
|
|
gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, surface->resource.multisample_type,
|
|
surface->resource.format->glInternal, surface->pow2Width, surface->pow2Height);
|
|
TRACE("Created multisample rb %u.\n", surface->rb_multisample);
|
|
}
|
|
else
|
|
{
|
|
if (surface->rb_resolved)
|
|
return;
|
|
|
|
gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_resolved);
|
|
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_resolved);
|
|
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, surface->resource.format->glInternal,
|
|
surface->pow2Width, surface->pow2Height);
|
|
TRACE("Created resolved rb %u.\n", surface->rb_resolved);
|
|
}
|
|
}
|
|
|
|
static void flush_to_framebuffer_drawpixels(struct wined3d_surface *surface,
|
|
const RECT *rect, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
UINT pitch = wined3d_surface_get_pitch(surface);
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
RECT local_rect;
|
|
UINT w, h;
|
|
|
|
surface_get_rect(surface, rect, &local_rect);
|
|
|
|
mem += local_rect.top * pitch + local_rect.left * bpp;
|
|
w = local_rect.right - local_rect.left;
|
|
h = local_rect.bottom - local_rect.top;
|
|
|
|
/* Activate the correct context for the render target */
|
|
context = context_acquire(device, surface);
|
|
context_apply_blit_state(context, device);
|
|
gl_info = context->gl_info;
|
|
|
|
ENTER_GL();
|
|
|
|
if (!surface_is_offscreen(surface))
|
|
{
|
|
GLenum buffer = surface_get_gl_buffer(surface);
|
|
TRACE("Unlocking %#x buffer.\n", buffer);
|
|
context_set_draw_buffer(context, buffer);
|
|
|
|
surface_translate_drawable_coords(surface, context->win_handle, &local_rect);
|
|
glPixelZoom(1.0f, -1.0f);
|
|
}
|
|
else
|
|
{
|
|
/* Primary offscreen render target */
|
|
TRACE("Offscreen render target.\n");
|
|
context_set_draw_buffer(context, device->offscreenBuffer);
|
|
|
|
glPixelZoom(1.0f, 1.0f);
|
|
}
|
|
|
|
glRasterPos3i(local_rect.left, local_rect.top, 1);
|
|
checkGLcall("glRasterPos3i");
|
|
|
|
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->resource.width);
|
|
|
|
if (surface->flags & SFLAG_PBO)
|
|
{
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
|
|
checkGLcall("glBindBufferARB");
|
|
}
|
|
|
|
glDrawPixels(w, h, fmt, type, mem);
|
|
checkGLcall("glDrawPixels");
|
|
|
|
if (surface->flags & SFLAG_PBO)
|
|
{
|
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
|
checkGLcall("glBindBufferARB");
|
|
}
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
|
|
|
|
LEAVE_GL();
|
|
|
|
if (wined3d_settings.strict_draw_ordering
|
|
|| (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
|
|
&& surface->container.u.swapchain->front_buffer == surface))
|
|
wglFlush();
|
|
|
|
context_release(context);
|
|
}
|
|
|
|
HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck,
|
|
BOOL use_texturing, struct wined3d_format *format, CONVERT_TYPES *convert)
|
|
{
|
|
BOOL colorkey_active = need_alpha_ck && (surface->CKeyFlags & WINEDDSD_CKSRCBLT);
|
|
const struct wined3d_device *device = surface->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. */
|
|
*format = *surface->resource.format;
|
|
*convert = NO_CONVERSION;
|
|
|
|
/* Ok, now look if we have to do any conversion */
|
|
switch (surface->resource.format->id)
|
|
{
|
|
case WINED3DFMT_P8_UINT:
|
|
/* 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, WINED3D_BLIT_OP_COLOR_BLIT,
|
|
&rect, surface->resource.usage, surface->resource.pool, surface->resource.format,
|
|
&rect, surface->resource.usage, surface->resource.pool, surface->resource.format);
|
|
#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->fb.render_targets && surface == device->fb.render_targets[0]))
|
|
|| colorkey_active || !use_texturing)
|
|
{
|
|
format->glFormat = GL_RGBA;
|
|
format->glInternal = GL_RGBA;
|
|
format->glType = GL_UNSIGNED_BYTE;
|
|
format->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;
|
|
format->glFormat = GL_RGBA;
|
|
format->glInternal = GL_RGB5_A1;
|
|
format->glType = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
format->conv_byte_count = 2;
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_B5G5R5X1_UNORM:
|
|
if (colorkey_active)
|
|
{
|
|
*convert = CONVERT_CK_5551;
|
|
format->glFormat = GL_BGRA;
|
|
format->glInternal = GL_RGB5_A1;
|
|
format->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
|
|
format->conv_byte_count = 2;
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_B8G8R8_UNORM:
|
|
if (colorkey_active)
|
|
{
|
|
*convert = CONVERT_CK_RGB24;
|
|
format->glFormat = GL_RGBA;
|
|
format->glInternal = GL_RGBA8;
|
|
format->glType = GL_UNSIGNED_INT_8_8_8_8;
|
|
format->conv_byte_count = 4;
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_B8G8R8X8_UNORM:
|
|
if (colorkey_active)
|
|
{
|
|
*convert = CONVERT_RGB32_888;
|
|
format->glFormat = GL_RGBA;
|
|
format->glInternal = GL_RGBA8;
|
|
format->glType = GL_UNSIGNED_INT_8_8_8_8;
|
|
format->conv_byte_count = 4;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey)
|
|
{
|
|
const struct wined3d_device *device = surface->resource.device;
|
|
const struct wined3d_palette *pal = surface->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)
|
|
{
|
|
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
|
|
{
|
|
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 >= surface->SrcBltCKey.dwColorSpaceLowValue)
|
|
&& (i <= surface->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, struct wined3d_surface *surface)
|
|
{
|
|
const BYTE *source;
|
|
BYTE *dest;
|
|
TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert, surface);
|
|
|
|
switch (convert) {
|
|
case NO_CONVERSION:
|
|
{
|
|
memcpy(dst, src, pitch * height);
|
|
break;
|
|
}
|
|
case CONVERT_PALETTED:
|
|
case CONVERT_PALETTED_CK:
|
|
{
|
|
BYTE table[256][4];
|
|
unsigned int x, y;
|
|
|
|
d3dfmt_p8_init_palette(surface, 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 < surface->SrcBltCKey.dwColorSpaceLowValue)
|
|
|| (color > surface->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 < surface->SrcBltCKey.dwColorSpaceLowValue)
|
|
|| (color > surface->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 < surface->SrcBltCKey.dwColorSpaceLowValue)
|
|
|| (color > surface->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 < surface->SrcBltCKey.dwColorSpaceLowValue)
|
|
|| (color > surface->SrcBltCKey.dwColorSpaceHighValue))
|
|
dstcolor |= 0xff;
|
|
*(DWORD*)dest = dstcolor;
|
|
source += 4;
|
|
dest += 4;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERR("Unsupported conversion type %#x.\n", convert);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void flip_surface(struct wined3d_surface *front, struct wined3d_surface *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;
|
|
|
|
tmp = back->rb_multisample;
|
|
back->rb_multisample = front->rb_multisample;
|
|
front->rb_multisample = tmp;
|
|
|
|
tmp = back->rb_resolved;
|
|
back->rb_resolved = front->rb_resolved;
|
|
front->rb_resolved = tmp;
|
|
|
|
resource_unload(&back->resource);
|
|
resource_unload(&front->resource);
|
|
}
|
|
|
|
{
|
|
DWORD tmp_flags = back->flags;
|
|
back->flags = front->flags;
|
|
front->flags = tmp_flags;
|
|
}
|
|
}
|
|
|
|
/* Does a direct frame buffer -> texture copy. Stretching is done with single
|
|
* pixel copy calls. */
|
|
static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
|
|
const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
|
|
{
|
|
struct wined3d_device *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 */
|
|
context_bind_texture(context, dst_surface->texture_target, dst_surface->texture_name);
|
|
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->resource.height - src_rect->bottom,
|
|
dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
|
|
}
|
|
else
|
|
{
|
|
UINT yoffset = src_surface->resource.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
|
|
*/
|
|
surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
|
|
}
|
|
|
|
/* Uses the hardware to stretch and flip the image */
|
|
static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
|
|
const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
|
|
{
|
|
struct wined3d_device *device = dst_surface->resource.device;
|
|
struct wined3d_swapchain *src_swapchain = NULL;
|
|
GLuint src, backup = 0;
|
|
float left, right, top, bottom; /* Texture coordinates */
|
|
UINT fbwidth = src_surface->resource.width;
|
|
UINT fbheight = src_surface->resource.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");
|
|
context_bind_texture(context, 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;
|
|
context_bind_texture(context, 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");
|
|
|
|
if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
|
|
src_swapchain = src_surface->container.u.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)");
|
|
context_bind_texture(context, 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->resource.height - src_rect->top;
|
|
bottom = src_surface->resource.height - src_rect->bottom;
|
|
}
|
|
else
|
|
{
|
|
top = src_surface->resource.height - src_rect->bottom;
|
|
bottom = src_surface->resource.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, 0);
|
|
|
|
/* top left */
|
|
glTexCoord2f(left, top);
|
|
glVertex2i(0, dst_rect.bottom - dst_rect.top);
|
|
|
|
/* top right */
|
|
glTexCoord2f(right, top);
|
|
glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
|
|
|
|
/* bottom right */
|
|
glTexCoord2f(right, bottom);
|
|
glVertex2i(dst_rect.right - dst_rect.left, 0);
|
|
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 */
|
|
context_bind_texture(context, texture_target, dst_surface->texture_name);
|
|
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;
|
|
}
|
|
context_bind_texture(context, 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;
|
|
}
|
|
context_bind_texture(context, src_surface->texture_target, src_surface->texture_name);
|
|
}
|
|
|
|
glBegin(GL_QUADS);
|
|
/* top left */
|
|
glTexCoord2f(0.0f, 0.0f);
|
|
glVertex2i(0, fbheight);
|
|
|
|
/* bottom left */
|
|
glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
|
|
glVertex2i(0, 0);
|
|
|
|
/* bottom right */
|
|
glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
|
|
(float)fbheight / (float)src_surface->pow2Height);
|
|
glVertex2i(fbwidth, 0);
|
|
|
|
/* top right */
|
|
glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
|
|
glVertex2i(fbwidth, fbheight);
|
|
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
|
|
*/
|
|
surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
|
|
}
|
|
|
|
/* 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_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
|
|
{
|
|
UINT drawable_height;
|
|
|
|
if (surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
|
|
&& surface == surface->container.u.swapchain->front_buffer)
|
|
{
|
|
POINT offset = {0, 0};
|
|
RECT windowsize;
|
|
|
|
ScreenToClient(window, &offset);
|
|
OffsetRect(rect, offset.x, offset.y);
|
|
|
|
GetClientRect(window, &windowsize);
|
|
drawable_height = windowsize.bottom - windowsize.top;
|
|
}
|
|
else
|
|
{
|
|
drawable_height = surface->resource.height;
|
|
}
|
|
|
|
rect->top = drawable_height - rect->top;
|
|
rect->bottom = drawable_height - rect->bottom;
|
|
}
|
|
|
|
static void surface_blt_to_drawable(struct wined3d_device *device,
|
|
WINED3DTEXTUREFILTERTYPE filter, BOOL color_key,
|
|
struct wined3d_surface *src_surface, const RECT *src_rect_in,
|
|
struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
|
|
{
|
|
struct wined3d_context *context;
|
|
RECT src_rect, dst_rect;
|
|
|
|
src_rect = *src_rect_in;
|
|
dst_rect = *dst_rect_in;
|
|
|
|
/* Make sure the surface is up-to-date. This should probably use
|
|
* surface_load_location() and worry about the destination surface too,
|
|
* unless we're overwriting it completely. */
|
|
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 (!surface_is_offscreen(dst_surface))
|
|
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
|
|
|
|
device->blitter->set_shader(device->blit_priv, context, src_surface);
|
|
|
|
ENTER_GL();
|
|
|
|
if (color_key)
|
|
{
|
|
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_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
|
|
|
|
if (color_key)
|
|
{
|
|
glDisable(GL_ALPHA_TEST);
|
|
checkGLcall("glDisable(GL_ALPHA_TEST)");
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
/* Leave the opengl state valid for blitting */
|
|
device->blitter->unset_shader(context->gl_info);
|
|
|
|
if (wined3d_settings.strict_draw_ordering
|
|
|| (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN
|
|
&& (dst_surface->container.u.swapchain->front_buffer == dst_surface)))
|
|
wglFlush(); /* Flush to ensure ordering across contexts. */
|
|
|
|
context_release(context);
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *color)
|
|
{
|
|
struct wined3d_device *device = s->resource.device;
|
|
const struct blit_shader *blitter;
|
|
|
|
blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_FILL,
|
|
NULL, 0, 0, NULL, rect, s->resource.usage, s->resource.pool, s->resource.format);
|
|
if (!blitter)
|
|
{
|
|
FIXME("No blitter is capable of performing the requested color fill operation.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
return blitter->color_fill(device, s, rect, color);
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surface, const RECT *dst_rect,
|
|
struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const WINEDDBLTFX *DDBltFx,
|
|
WINED3DTEXTUREFILTERTYPE Filter)
|
|
{
|
|
struct wined3d_device *device = dst_surface->resource.device;
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
struct wined3d_swapchain *srcSwapchain = NULL, *dstSwapchain = NULL;
|
|
|
|
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(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
|
|
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;
|
|
}
|
|
|
|
if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
|
|
dstSwapchain = dst_surface->container.u.swapchain;
|
|
|
|
if (src_surface)
|
|
{
|
|
if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
|
|
{
|
|
WARN("Src is in sysmem, rejecting gl blt\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
|
|
srcSwapchain = src_surface->container.u.swapchain;
|
|
}
|
|
|
|
/* Early sort out of cases where no render target is used */
|
|
if (!dstSwapchain && !srcSwapchain
|
|
&& src_surface != device->fb.render_targets[0]
|
|
&& dst_surface != device->fb.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;
|
|
}
|
|
|
|
if (dstSwapchain && dstSwapchain == srcSwapchain)
|
|
{
|
|
FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (dstSwapchain && srcSwapchain)
|
|
{
|
|
FIXME("Implement hardware blit between two different swapchains\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (dstSwapchain)
|
|
{
|
|
/* Handled with regular texture -> swapchain blit */
|
|
if (src_surface == device->fb.render_targets[0])
|
|
TRACE("Blit from active render target to a swapchain\n");
|
|
}
|
|
else if (srcSwapchain && dst_surface == device->fb.render_targets[0])
|
|
{
|
|
FIXME("Implement blit from a swapchain to the active render target\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if ((srcSwapchain || src_surface == device->fb.render_targets[0]) && !dstSwapchain)
|
|
{
|
|
/* Blit from render target to texture */
|
|
BOOL stretchx;
|
|
|
|
/* P8 read back is not implemented */
|
|
if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
|
|
|| dst_surface->resource.format->id == 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 (!stretchx || dst_rect->right - dst_rect->left > src_surface->resource.width
|
|
|| dst_rect->bottom - dst_rect->top > src_surface->resource.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;
|
|
|
|
TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
|
|
|
|
if (!device->blitter->blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
|
|
src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
|
|
dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
|
|
{
|
|
FIXME("Unsupported blit operation falling back to software\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* 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;
|
|
}
|
|
|
|
surface_blt_to_drawable(device, Filter, flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE),
|
|
src_surface, src_rect, dst_surface, dst_rect);
|
|
|
|
/* Restore the color key parameters */
|
|
src_surface->CKeyFlags = oldCKeyFlags;
|
|
src_surface->SrcBltCKey = oldBltCKey;
|
|
|
|
surface_modify_location(dst_surface, dst_surface->draw_binding, TRUE);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
|
|
TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* GL locking is done by the caller */
|
|
static void surface_depth_blt(const struct wined3d_surface *surface, struct wined3d_context *context,
|
|
GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
GLint compare_mode = GL_NONE;
|
|
struct blt_info info;
|
|
GLint old_binding = 0;
|
|
RECT rect;
|
|
|
|
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(x, y, w, h);
|
|
|
|
SetRect(&rect, 0, h, w, 0);
|
|
surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
|
|
context_active_texture(context, context->gl_info, 0);
|
|
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(device->shader_priv,
|
|
gl_info, info.tex_type, &surface->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(device->shader_priv, gl_info);
|
|
}
|
|
|
|
void surface_modify_ds_location(struct wined3d_surface *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(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
GLsizei w, h;
|
|
|
|
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))
|
|
{
|
|
w = surface->ds_current_size.cx;
|
|
h = surface->ds_current_size.cy;
|
|
surface->ds_current_size.cx = 0;
|
|
surface->ds_current_size.cy = 0;
|
|
}
|
|
else
|
|
{
|
|
w = surface->resource.width;
|
|
h = surface->resource.height;
|
|
}
|
|
|
|
if (surface->ds_current_size.cx == surface->resource.width
|
|
&& surface->ds_current_size.cy == surface->resource.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_DS_LOCATIONS))
|
|
{
|
|
/* This mostly happens when a depth / stencil is used without being
|
|
* cleared first. In principle we could upload from sysmem, or
|
|
* explicitly clear before first usage. For the moment there don't
|
|
* appear to be a lot of applications depending on this, so a FIXME
|
|
* should do. */
|
|
FIXME("No up to date depth stencil location.\n");
|
|
surface->flags |= location;
|
|
surface->ds_current_size.cx = surface->resource.width;
|
|
surface->ds_current_size.cy = surface->resource.height;
|
|
return;
|
|
}
|
|
|
|
if (location == SFLAG_DS_OFFSCREEN)
|
|
{
|
|
GLint old_binding = 0;
|
|
GLenum bind_target;
|
|
|
|
/* The render target is allowed to be smaller than the depth/stencil
|
|
* buffer, so the onscreen depth/stencil buffer is potentially smaller
|
|
* than the offscreen surface. Don't overwrite the offscreen surface
|
|
* with undefined data. */
|
|
w = min(w, context->swapchain->presentParms.BackBufferWidth);
|
|
h = min(h, context->swapchain->presentParms.BackBufferHeight);
|
|
|
|
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_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
|
|
context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
|
|
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);
|
|
/* We use GL_DEPTH_COMPONENT instead of the surface's specific
|
|
* internal format, because the internal format might include stencil
|
|
* data. In principle we should copy stencil data as well, but unless
|
|
* the driver supports stencil export it's hard to do, and doesn't
|
|
* seem to be needed in practice. If the hardware doesn't support
|
|
* writing stencil data, the glCopyTexImage2D() call might trigger
|
|
* software fallbacks. */
|
|
glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 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);
|
|
|
|
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
|
|
NULL, surface, SFLAG_INTEXTURE);
|
|
context_set_draw_buffer(context, GL_NONE);
|
|
glReadBuffer(GL_NONE);
|
|
|
|
/* Do the actual blit */
|
|
surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target);
|
|
checkGLcall("depth_blt");
|
|
|
|
context_invalidate_state(context, STATE_FRAMEBUFFER);
|
|
|
|
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_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
|
|
context->swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
|
|
surface_depth_blt(surface, context, surface->texture_name,
|
|
0, surface->pow2Height - h, w, h, surface->texture_target);
|
|
checkGLcall("depth_blt");
|
|
|
|
context_invalidate_state(context, STATE_FRAMEBUFFER);
|
|
|
|
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->resource.width;
|
|
surface->ds_current_size.cy = surface->resource.height;
|
|
}
|
|
|
|
void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
|
|
struct wined3d_surface *overlay;
|
|
|
|
TRACE("surface %p, location %s, persistent %#x.\n",
|
|
surface, debug_surflocation(location), persistent);
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface)
|
|
&& (location & SFLAG_INDRAWABLE))
|
|
ERR("Trying to invalidate the SFLAG_INDRAWABLE location of an offscreen surface.\n");
|
|
|
|
if (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
|
|
&& gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
|
|
location |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
|
|
|
|
if (persistent)
|
|
{
|
|
if (((surface->flags & SFLAG_INTEXTURE) && !(location & SFLAG_INTEXTURE))
|
|
|| ((surface->flags & SFLAG_INSRGBTEX) && !(location & SFLAG_INSRGBTEX)))
|
|
{
|
|
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
|
|
{
|
|
TRACE("Passing to container.\n");
|
|
wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
|
|
}
|
|
}
|
|
surface->flags &= ~SFLAG_LOCATIONS;
|
|
surface->flags |= location;
|
|
|
|
/* Redraw emulated overlays, if any */
|
|
if (location & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
|
|
{
|
|
LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, struct wined3d_surface, overlay_entry)
|
|
{
|
|
overlay->surface_ops->surface_draw_overlay(overlay);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (location & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
|
|
{
|
|
if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
|
|
{
|
|
TRACE("Passing to container\n");
|
|
wined3d_texture_set_dirty(surface->container.u.texture, TRUE);
|
|
}
|
|
}
|
|
surface->flags &= ~location;
|
|
}
|
|
|
|
if (!(surface->flags & SFLAG_LOCATIONS))
|
|
{
|
|
ERR("Surface %p does not have any up to date location.\n", surface);
|
|
}
|
|
}
|
|
|
|
static DWORD resource_access_from_location(DWORD location)
|
|
{
|
|
switch (location)
|
|
{
|
|
case SFLAG_INSYSMEM:
|
|
return WINED3D_RESOURCE_ACCESS_CPU;
|
|
|
|
case SFLAG_INDRAWABLE:
|
|
case SFLAG_INSRGBTEX:
|
|
case SFLAG_INTEXTURE:
|
|
case SFLAG_INRB_MULTISAMPLE:
|
|
case SFLAG_INRB_RESOLVED:
|
|
return WINED3D_RESOURCE_ACCESS_GPU;
|
|
|
|
default:
|
|
FIXME("Unhandled location %#x.\n", location);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
static void surface_load_sysmem(struct wined3d_surface *surface,
|
|
const struct wined3d_gl_info *gl_info, const RECT *rect)
|
|
{
|
|
surface_prepare_system_memory(surface);
|
|
|
|
/* Download the surface to system memory. */
|
|
if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
struct wined3d_context *context;
|
|
|
|
/* TODO: Use already acquired context when possible. */
|
|
context = context_acquire(device, NULL);
|
|
|
|
surface_bind_and_dirtify(surface, context, !(surface->flags & SFLAG_INTEXTURE));
|
|
surface_download_data(surface, gl_info);
|
|
|
|
context_release(context);
|
|
|
|
return;
|
|
}
|
|
|
|
/* Note: It might be faster to download into a texture first. */
|
|
read_from_framebuffer(surface, rect, surface->resource.allocatedMemory,
|
|
wined3d_surface_get_pitch(surface));
|
|
}
|
|
|
|
static HRESULT surface_load_drawable(struct wined3d_surface *surface,
|
|
const struct wined3d_gl_info *gl_info, const RECT *rect)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
struct wined3d_format format;
|
|
CONVERT_TYPES convert;
|
|
UINT byte_count;
|
|
BYTE *mem;
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && surface_is_offscreen(surface))
|
|
{
|
|
ERR("Trying to load offscreen surface into SFLAG_INDRAWABLE.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (wined3d_settings.rendertargetlock_mode == RTL_READTEX)
|
|
surface_load_location(surface, SFLAG_INTEXTURE, NULL);
|
|
|
|
if (surface->flags & SFLAG_INTEXTURE)
|
|
{
|
|
RECT r;
|
|
|
|
surface_get_rect(surface, rect, &r);
|
|
surface_blt_to_drawable(device, WINED3DTEXF_POINT, FALSE, surface, &r, surface, &r);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if ((surface->flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX)
|
|
{
|
|
/* This needs colorspace conversion from sRGB to RGB. We take the slow
|
|
* path through sysmem. */
|
|
surface_load_location(surface, SFLAG_INSYSMEM, rect);
|
|
}
|
|
|
|
d3dfmt_get_conv(surface, FALSE, FALSE, &format, &convert);
|
|
|
|
/* Don't use PBOs for converted surfaces. During PBO conversion we look at
|
|
* SFLAG_CONVERTED but it isn't set (yet) in all cases where it is getting
|
|
* called. */
|
|
if ((convert != NO_CONVERSION) && (surface->flags & SFLAG_PBO))
|
|
{
|
|
struct wined3d_context *context;
|
|
|
|
TRACE("Removing the pbo attached to surface %p.\n", surface);
|
|
|
|
/* TODO: Use already acquired context when possible. */
|
|
context = context_acquire(device, NULL);
|
|
|
|
surface_remove_pbo(surface, gl_info);
|
|
|
|
context_release(context);
|
|
}
|
|
|
|
if ((convert != NO_CONVERSION) && surface->resource.allocatedMemory)
|
|
{
|
|
UINT height = surface->resource.height;
|
|
UINT width = surface->resource.width;
|
|
UINT src_pitch, dst_pitch;
|
|
|
|
byte_count = format.conv_byte_count;
|
|
src_pitch = wined3d_surface_get_pitch(surface);
|
|
|
|
/* Stick to the alignment for the converted surface too, makes it
|
|
* easier to load the surface. */
|
|
dst_pitch = width * byte_count;
|
|
dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
|
|
|
|
if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
|
|
{
|
|
ERR("Out of memory (%u).\n", dst_pitch * height);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
d3dfmt_convert_surface(surface->resource.allocatedMemory, mem,
|
|
src_pitch, width, height, dst_pitch, convert, surface);
|
|
|
|
surface->flags |= SFLAG_CONVERTED;
|
|
}
|
|
else
|
|
{
|
|
surface->flags &= ~SFLAG_CONVERTED;
|
|
mem = surface->resource.allocatedMemory;
|
|
byte_count = format.byte_count;
|
|
}
|
|
|
|
flush_to_framebuffer_drawpixels(surface, rect, format.glFormat, format.glType, byte_count, mem);
|
|
|
|
/* Don't delete PBO memory. */
|
|
if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
|
|
HeapFree(GetProcessHeap(), 0, mem);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT surface_load_texture(struct wined3d_surface *surface,
|
|
const struct wined3d_gl_info *gl_info, const RECT *rect, BOOL srgb)
|
|
{
|
|
const DWORD attach_flags = WINED3DFMT_FLAG_FBO_ATTACHABLE | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
|
|
RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
|
|
struct wined3d_device *device = surface->resource.device;
|
|
struct wined3d_context *context;
|
|
UINT width, src_pitch, dst_pitch;
|
|
struct wined3d_bo_address data;
|
|
struct wined3d_format format;
|
|
POINT dst_point = {0, 0};
|
|
CONVERT_TYPES convert;
|
|
BYTE *mem;
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
|
|
&& surface_is_offscreen(surface)
|
|
&& (surface->flags & SFLAG_INDRAWABLE))
|
|
{
|
|
read_from_framebuffer_texture(surface, srgb);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (surface->flags & (SFLAG_INSRGBTEX | SFLAG_INTEXTURE)
|
|
&& (surface->resource.format->flags & attach_flags) == attach_flags
|
|
&& fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
|
|
NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
|
|
NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
|
|
{
|
|
if (srgb)
|
|
surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INTEXTURE,
|
|
&src_rect, surface, SFLAG_INSRGBTEX, &src_rect);
|
|
else
|
|
surface_blt_fbo(device, WINED3DTEXF_POINT, surface, SFLAG_INSRGBTEX,
|
|
&src_rect, surface, SFLAG_INTEXTURE, &src_rect);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Upload from system memory */
|
|
|
|
d3dfmt_get_conv(surface, TRUE /* We need color keying */,
|
|
TRUE /* We will use textures */, &format, &convert);
|
|
|
|
if (srgb)
|
|
{
|
|
if ((surface->flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE)
|
|
{
|
|
/* Performance warning... */
|
|
FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
|
|
surface_load_location(surface, SFLAG_INSYSMEM, rect);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((surface->flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX)
|
|
{
|
|
/* Performance warning... */
|
|
FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
|
|
surface_load_location(surface, SFLAG_INSYSMEM, rect);
|
|
}
|
|
}
|
|
|
|
if (!(surface->flags & SFLAG_INSYSMEM))
|
|
{
|
|
WARN("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set.\n");
|
|
/* Lets hope we get it from somewhere... */
|
|
surface_load_location(surface, SFLAG_INSYSMEM, rect);
|
|
}
|
|
|
|
/* TODO: Use already acquired context when possible. */
|
|
context = context_acquire(device, NULL);
|
|
|
|
surface_prepare_texture(surface, context, srgb);
|
|
surface_bind_and_dirtify(surface, context, srgb);
|
|
|
|
if (surface->CKeyFlags & WINEDDSD_CKSRCBLT)
|
|
{
|
|
surface->flags |= SFLAG_GLCKEY;
|
|
surface->glCKey = surface->SrcBltCKey;
|
|
}
|
|
else surface->flags &= ~SFLAG_GLCKEY;
|
|
|
|
width = surface->resource.width;
|
|
src_pitch = wined3d_surface_get_pitch(surface);
|
|
|
|
/* 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 || format.convert) && (surface->flags & SFLAG_PBO))
|
|
{
|
|
TRACE("Removing the pbo attached to surface %p.\n", surface);
|
|
surface_remove_pbo(surface, gl_info);
|
|
}
|
|
|
|
if (format.convert)
|
|
{
|
|
/* This code is entered for texture formats which need a fixup. */
|
|
UINT height = surface->resource.height;
|
|
|
|
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
|
|
dst_pitch = width * format.conv_byte_count;
|
|
dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
|
|
|
|
if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
|
|
{
|
|
ERR("Out of memory (%u).\n", dst_pitch * height);
|
|
context_release(context);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
format.convert(surface->resource.allocatedMemory, mem, src_pitch, width, height);
|
|
}
|
|
else if (convert != NO_CONVERSION && surface->resource.allocatedMemory)
|
|
{
|
|
/* This code is only entered for color keying fixups */
|
|
UINT height = surface->resource.height;
|
|
|
|
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
|
|
dst_pitch = width * format.conv_byte_count;
|
|
dst_pitch = (dst_pitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
|
|
|
|
if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_pitch * height)))
|
|
{
|
|
ERR("Out of memory (%u).\n", dst_pitch * height);
|
|
context_release(context);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
d3dfmt_convert_surface(surface->resource.allocatedMemory, mem, src_pitch,
|
|
width, height, dst_pitch, convert, surface);
|
|
}
|
|
else
|
|
{
|
|
mem = surface->resource.allocatedMemory;
|
|
}
|
|
|
|
data.buffer_object = surface->flags & SFLAG_PBO ? surface->pbo : 0;
|
|
data.addr = mem;
|
|
surface_upload_data(surface, gl_info, &format, &src_rect, width, &dst_point, srgb, &data);
|
|
|
|
context_release(context);
|
|
|
|
/* Don't delete PBO memory. */
|
|
if ((mem != surface->resource.allocatedMemory) && !(surface->flags & SFLAG_PBO))
|
|
HeapFree(GetProcessHeap(), 0, mem);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void surface_multisample_resolve(struct wined3d_surface *surface)
|
|
{
|
|
RECT rect = {0, 0, surface->resource.width, surface->resource.height};
|
|
|
|
if (!(surface->flags & SFLAG_INRB_MULTISAMPLE))
|
|
ERR("Trying to resolve multisampled surface %p, but location SFLAG_INRB_MULTISAMPLE not current.\n", surface);
|
|
|
|
surface_blt_fbo(surface->resource.device, WINED3DTEXF_POINT,
|
|
surface, SFLAG_INRB_MULTISAMPLE, &rect, surface, SFLAG_INRB_RESOLVED, &rect);
|
|
}
|
|
|
|
HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect)
|
|
{
|
|
struct wined3d_device *device = surface->resource.device;
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
HRESULT hr;
|
|
|
|
TRACE("surface %p, location %s, rect %s.\n", surface, debug_surflocation(location), wine_dbgstr_rect(rect));
|
|
|
|
if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
|
|
{
|
|
if (location == SFLAG_INTEXTURE)
|
|
{
|
|
struct wined3d_context *context = context_acquire(device, NULL);
|
|
surface_load_ds_location(surface, context, SFLAG_DS_OFFSCREEN);
|
|
context_release(context);
|
|
return WINED3D_OK;
|
|
}
|
|
else
|
|
{
|
|
FIXME("Unimplemented location %s for depth/stencil buffers.\n", debug_surflocation(location));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
if (location == SFLAG_INSRGBTEX && gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
|
|
location = SFLAG_INTEXTURE;
|
|
|
|
if (surface->flags & location)
|
|
{
|
|
TRACE("Location already up to date.\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (WARN_ON(d3d_surface))
|
|
{
|
|
DWORD required_access = resource_access_from_location(location);
|
|
if ((surface->resource.access_flags & required_access) != required_access)
|
|
WARN("Operation requires %#x access, but surface only has %#x.\n",
|
|
required_access, surface->resource.access_flags);
|
|
}
|
|
|
|
if (!(surface->flags & SFLAG_LOCATIONS))
|
|
{
|
|
ERR("Surface %p does not have any up to date location.\n", surface);
|
|
surface->flags |= SFLAG_LOST;
|
|
return WINED3DERR_DEVICELOST;
|
|
}
|
|
|
|
switch (location)
|
|
{
|
|
case SFLAG_INSYSMEM:
|
|
surface_load_sysmem(surface, gl_info, rect);
|
|
break;
|
|
|
|
case SFLAG_INDRAWABLE:
|
|
if (FAILED(hr = surface_load_drawable(surface, gl_info, rect)))
|
|
return hr;
|
|
break;
|
|
|
|
case SFLAG_INRB_RESOLVED:
|
|
surface_multisample_resolve(surface);
|
|
break;
|
|
|
|
case SFLAG_INTEXTURE:
|
|
case SFLAG_INSRGBTEX:
|
|
if (FAILED(hr = surface_load_texture(surface, gl_info, rect, location == SFLAG_INSRGBTEX)))
|
|
return hr;
|
|
break;
|
|
|
|
default:
|
|
ERR("Don't know how to handle location %#x.\n", location);
|
|
break;
|
|
}
|
|
|
|
if (!rect)
|
|
{
|
|
surface->flags |= location;
|
|
|
|
if (location != SFLAG_INSYSMEM && (surface->flags & SFLAG_INSYSMEM))
|
|
surface_evict_sysmem(surface);
|
|
}
|
|
|
|
if (surface->flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)
|
|
&& gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
|
|
{
|
|
surface->flags |= (SFLAG_INTEXTURE | SFLAG_INSRGBTEX);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
BOOL surface_is_offscreen(const struct wined3d_surface *surface)
|
|
{
|
|
struct wined3d_swapchain *swapchain = surface->container.u.swapchain;
|
|
|
|
/* Not on a swapchain - must be offscreen */
|
|
if (surface->container.type != WINED3D_CONTAINER_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;
|
|
}
|
|
|
|
static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
|
|
/* Context activation is done by the caller. */
|
|
static void ffp_blit_free(struct wined3d_device *device) { }
|
|
|
|
/* 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(const struct wined3d_surface *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(void *blit_priv, struct wined3d_context *context, struct wined3d_surface *surface)
|
|
{
|
|
enum complex_fixup fixup = get_complex_fixup(surface->resource.format->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 && context->gl_info->supported[EXT_PALETTED_TEXTURE])
|
|
ffp_blit_p8_upload_palette(surface, context->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(const struct wined3d_gl_info *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 wined3d_blit_op blit_op,
|
|
const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
|
|
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
|
|
{
|
|
enum complex_fixup src_fixup;
|
|
|
|
switch (blit_op)
|
|
{
|
|
case WINED3D_BLIT_OP_COLOR_BLIT:
|
|
if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
|
|
return FALSE;
|
|
|
|
src_fixup = get_complex_fixup(src_format->color_fixup);
|
|
if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
|
|
{
|
|
TRACE("Checking support for fixup:\n");
|
|
dump_color_fixup_desc(src_format->color_fixup);
|
|
}
|
|
|
|
if (!is_identity_fixup(dst_format->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->color_fixup))
|
|
{
|
|
TRACE("[OK]\n");
|
|
return TRUE;
|
|
}
|
|
|
|
TRACE("[FAILED]\n");
|
|
return FALSE;
|
|
|
|
case WINED3D_BLIT_OP_COLOR_FILL:
|
|
if (dst_pool == WINED3DPOOL_SYSTEMMEM)
|
|
return FALSE;
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
|
{
|
|
if (!((dst_format->flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
|
|
return FALSE;
|
|
}
|
|
else if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
|
|
{
|
|
TRACE("Color fill not supported\n");
|
|
return FALSE;
|
|
}
|
|
|
|
/* FIXME: We should reject color fills on formats with fixups,
|
|
* but this would break P8 color fills for example. */
|
|
|
|
return TRUE;
|
|
|
|
case WINED3D_BLIT_OP_DEPTH_FILL:
|
|
return TRUE;
|
|
|
|
default:
|
|
TRACE("Unsupported blit_op=%d\n", blit_op);
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
|
|
const RECT *dst_rect, const WINED3DCOLORVALUE *color)
|
|
{
|
|
const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
|
|
struct wined3d_fb_state fb = {&dst_surface, NULL};
|
|
|
|
return device_clear_render_targets(device, 1, &fb,
|
|
1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
|
|
struct wined3d_surface *surface, const RECT *rect, float depth)
|
|
{
|
|
const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
|
|
struct wined3d_fb_state fb = {NULL, surface};
|
|
|
|
return device_clear_render_targets(device, 0, &fb,
|
|
1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
|
|
}
|
|
|
|
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,
|
|
ffp_blit_depth_fill,
|
|
};
|
|
|
|
static HRESULT cpu_blit_alloc(struct wined3d_device *device)
|
|
{
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void cpu_blit_free(struct wined3d_device *device)
|
|
{
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static HRESULT cpu_blit_set(void *blit_priv, struct wined3d_context *context, struct wined3d_surface *surface)
|
|
{
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
}
|
|
|
|
static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
|
|
const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
|
|
const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
|
|
{
|
|
if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data,
|
|
UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h,
|
|
const struct wined3d_format *format, DWORD flags, const WINEDDBLTFX *fx)
|
|
{
|
|
UINT row_block_count;
|
|
const BYTE *src_row;
|
|
BYTE *dst_row;
|
|
UINT x, y;
|
|
|
|
src_row = src_data;
|
|
dst_row = dst_data;
|
|
|
|
row_block_count = (update_w + format->block_width - 1) / format->block_width;
|
|
|
|
if (!flags)
|
|
{
|
|
for (y = 0; y < update_h; y += format->block_height)
|
|
{
|
|
memcpy(dst_row, src_row, row_block_count * format->block_byte_count);
|
|
src_row += src_pitch;
|
|
dst_row += dst_pitch;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (flags == WINEDDBLT_DDFX && fx->dwDDFX == WINEDDBLTFX_MIRRORUPDOWN)
|
|
{
|
|
src_row += (((update_h / format->block_height) - 1) * src_pitch);
|
|
|
|
switch (format->id)
|
|
{
|
|
case WINED3DFMT_DXT1:
|
|
for (y = 0; y < update_h; y += format->block_height)
|
|
{
|
|
struct block
|
|
{
|
|
WORD color[2];
|
|
BYTE control_row[4];
|
|
};
|
|
|
|
const struct block *s = (const struct block *)src_row;
|
|
struct block *d = (struct block *)dst_row;
|
|
|
|
for (x = 0; x < row_block_count; ++x)
|
|
{
|
|
d[x].color[0] = s[x].color[0];
|
|
d[x].color[1] = s[x].color[1];
|
|
d[x].control_row[0] = s[x].control_row[3];
|
|
d[x].control_row[1] = s[x].control_row[2];
|
|
d[x].control_row[2] = s[x].control_row[1];
|
|
d[x].control_row[3] = s[x].control_row[0];
|
|
}
|
|
src_row -= src_pitch;
|
|
dst_row += dst_pitch;
|
|
}
|
|
return WINED3D_OK;
|
|
|
|
case WINED3DFMT_DXT3:
|
|
for (y = 0; y < update_h; y += format->block_height)
|
|
{
|
|
struct block
|
|
{
|
|
WORD alpha_row[4];
|
|
WORD color[2];
|
|
BYTE control_row[4];
|
|
};
|
|
|
|
const struct block *s = (const struct block *)src_row;
|
|
struct block *d = (struct block *)dst_row;
|
|
|
|
for (x = 0; x < row_block_count; ++x)
|
|
{
|
|
d[x].alpha_row[0] = s[x].alpha_row[3];
|
|
d[x].alpha_row[1] = s[x].alpha_row[2];
|
|
d[x].alpha_row[2] = s[x].alpha_row[1];
|
|
d[x].alpha_row[3] = s[x].alpha_row[0];
|
|
d[x].color[0] = s[x].color[0];
|
|
d[x].color[1] = s[x].color[1];
|
|
d[x].control_row[0] = s[x].control_row[3];
|
|
d[x].control_row[1] = s[x].control_row[2];
|
|
d[x].control_row[2] = s[x].control_row[1];
|
|
d[x].control_row[3] = s[x].control_row[0];
|
|
}
|
|
src_row -= src_pitch;
|
|
dst_row += dst_pitch;
|
|
}
|
|
return WINED3D_OK;
|
|
|
|
default:
|
|
FIXME("Compressed flip not implemented for format %s.\n",
|
|
debug_d3dformat(format->id));
|
|
return E_NOTIMPL;
|
|
}
|
|
}
|
|
|
|
FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n",
|
|
debug_d3dformat(format->id), flags, flags & WINEDDBLT_DDFX ? fx->dwDDFX : 0);
|
|
|
|
return E_NOTIMPL;
|
|
}
|
|
|
|
static HRESULT surface_cpu_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
|
|
struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
|
|
const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
|
|
{
|
|
int bpp, srcheight, srcwidth, dstheight, dstwidth, width;
|
|
const struct wined3d_format *src_format, *dst_format;
|
|
struct wined3d_surface *orig_src = src_surface;
|
|
WINED3DLOCKED_RECT dlock, slock;
|
|
HRESULT hr = WINED3D_OK;
|
|
const BYTE *sbuf;
|
|
RECT xdst,xsrc;
|
|
BYTE *dbuf;
|
|
int x, y;
|
|
|
|
TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
|
|
dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
|
|
flags, fx, debug_d3dtexturefiltertype(filter));
|
|
|
|
xsrc = *src_rect;
|
|
|
|
if (!src_surface)
|
|
{
|
|
RECT full_rect;
|
|
|
|
full_rect.left = 0;
|
|
full_rect.top = 0;
|
|
full_rect.right = dst_surface->resource.width;
|
|
full_rect.bottom = dst_surface->resource.height;
|
|
IntersectRect(&xdst, &full_rect, dst_rect);
|
|
}
|
|
else
|
|
{
|
|
BOOL clip_horiz, clip_vert;
|
|
|
|
xdst = *dst_rect;
|
|
clip_horiz = xdst.left < 0 || xdst.right > (int)dst_surface->resource.width;
|
|
clip_vert = xdst.top < 0 || xdst.bottom > (int)dst_surface->resource.height;
|
|
|
|
if (clip_vert || clip_horiz)
|
|
{
|
|
/* Now check if this is a special case or not... */
|
|
if ((flags & WINEDDBLT_DDFX)
|
|
|| (clip_horiz && xdst.right - xdst.left != xsrc.right - xsrc.left)
|
|
|| (clip_vert && xdst.bottom - xdst.top != xsrc.bottom - xsrc.top))
|
|
{
|
|
WARN("Out of screen rectangle in special case. Not handled right now.\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (clip_horiz)
|
|
{
|
|
if (xdst.left < 0)
|
|
{
|
|
xsrc.left -= xdst.left;
|
|
xdst.left = 0;
|
|
}
|
|
if (xdst.right > dst_surface->resource.width)
|
|
{
|
|
xsrc.right -= (xdst.right - (int)dst_surface->resource.width);
|
|
xdst.right = (int)dst_surface->resource.width;
|
|
}
|
|
}
|
|
|
|
if (clip_vert)
|
|
{
|
|
if (xdst.top < 0)
|
|
{
|
|
xsrc.top -= xdst.top;
|
|
xdst.top = 0;
|
|
}
|
|
if (xdst.bottom > dst_surface->resource.height)
|
|
{
|
|
xsrc.bottom -= (xdst.bottom - (int)dst_surface->resource.height);
|
|
xdst.bottom = (int)dst_surface->resource.height;
|
|
}
|
|
}
|
|
|
|
/* And check if after clipping something is still to be done... */
|
|
if ((xdst.right <= 0) || (xdst.bottom <= 0)
|
|
|| (xdst.left >= (int)dst_surface->resource.width)
|
|
|| (xdst.top >= (int)dst_surface->resource.height)
|
|
|| (xsrc.right <= 0) || (xsrc.bottom <= 0)
|
|
|| (xsrc.left >= (int)src_surface->resource.width)
|
|
|| (xsrc.top >= (int)src_surface->resource.height))
|
|
{
|
|
TRACE("Nothing to be done after clipping.\n");
|
|
return WINED3D_OK;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (src_surface == dst_surface)
|
|
{
|
|
wined3d_surface_map(dst_surface, &dlock, NULL, 0);
|
|
slock = dlock;
|
|
src_format = dst_surface->resource.format;
|
|
dst_format = src_format;
|
|
}
|
|
else
|
|
{
|
|
dst_format = dst_surface->resource.format;
|
|
if (src_surface)
|
|
{
|
|
if (dst_surface->resource.format->id != src_surface->resource.format->id)
|
|
{
|
|
src_surface = surface_convert_format(src_surface, dst_format->id);
|
|
if (!src_surface)
|
|
{
|
|
/* The conv function writes a FIXME */
|
|
WARN("Cannot convert source surface format to dest format.\n");
|
|
goto release;
|
|
}
|
|
}
|
|
wined3d_surface_map(src_surface, &slock, NULL, WINED3DLOCK_READONLY);
|
|
src_format = src_surface->resource.format;
|
|
}
|
|
else
|
|
{
|
|
src_format = dst_format;
|
|
}
|
|
if (dst_rect)
|
|
wined3d_surface_map(dst_surface, &dlock, &xdst, 0);
|
|
else
|
|
wined3d_surface_map(dst_surface, &dlock, NULL, 0);
|
|
}
|
|
|
|
bpp = dst_surface->resource.format->byte_count;
|
|
srcheight = xsrc.bottom - xsrc.top;
|
|
srcwidth = xsrc.right - xsrc.left;
|
|
dstheight = xdst.bottom - xdst.top;
|
|
dstwidth = xdst.right - xdst.left;
|
|
width = (xdst.right - xdst.left) * bpp;
|
|
|
|
if (src_format->flags & dst_format->flags & WINED3DFMT_FLAG_COMPRESSED)
|
|
{
|
|
TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
|
|
|
|
if (src_surface == dst_surface)
|
|
{
|
|
FIXME("Only plain blits supported on compressed surfaces.\n");
|
|
hr = E_NOTIMPL;
|
|
goto release;
|
|
}
|
|
|
|
if (srcheight != dstheight || srcwidth != dstwidth)
|
|
{
|
|
WARN("Stretching not supported on compressed surfaces.\n");
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
goto release;
|
|
}
|
|
|
|
if (srcwidth & (src_format->block_width - 1) || srcheight & (src_format->block_height - 1))
|
|
{
|
|
WARN("Rectangle not block-aligned.\n");
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
goto release;
|
|
}
|
|
|
|
hr = surface_cpu_blt_compressed(slock.pBits, dlock.pBits,
|
|
slock.Pitch, dlock.Pitch, dstwidth, dstheight,
|
|
src_format, flags, fx);
|
|
goto release;
|
|
}
|
|
|
|
if (dst_rect && src_surface != dst_surface)
|
|
dbuf = dlock.pBits;
|
|
else
|
|
dbuf = (BYTE*)dlock.pBits+(xdst.top*dlock.Pitch)+(xdst.left*bpp);
|
|
|
|
/* First, all the 'source-less' blits */
|
|
if (flags & WINEDDBLT_COLORFILL)
|
|
{
|
|
hr = _Blt_ColorFill(dbuf, dstwidth, dstheight, bpp, dlock.Pitch, fx->u5.dwFillColor);
|
|
flags &= ~WINEDDBLT_COLORFILL;
|
|
}
|
|
|
|
if (flags & WINEDDBLT_DEPTHFILL)
|
|
{
|
|
FIXME("DDBLT_DEPTHFILL needs to be implemented!\n");
|
|
}
|
|
if (flags & WINEDDBLT_ROP)
|
|
{
|
|
/* Catch some degenerate cases here. */
|
|
switch (fx->dwROP)
|
|
{
|
|
case BLACKNESS:
|
|
hr = _Blt_ColorFill(dbuf,dstwidth,dstheight,bpp,dlock.Pitch,0);
|
|
break;
|
|
case 0xAA0029: /* No-op */
|
|
break;
|
|
case WHITENESS:
|
|
hr = _Blt_ColorFill(dbuf,dstwidth,dstheight,bpp,dlock.Pitch,~0);
|
|
break;
|
|
case SRCCOPY: /* Well, we do that below? */
|
|
break;
|
|
default:
|
|
FIXME("Unsupported raster op: %08x Pattern: %p\n", fx->dwROP, fx->u5.lpDDSPattern);
|
|
goto error;
|
|
}
|
|
flags &= ~WINEDDBLT_ROP;
|
|
}
|
|
if (flags & WINEDDBLT_DDROPS)
|
|
{
|
|
FIXME("\tDdraw Raster Ops: %08x Pattern: %p\n", fx->dwDDROP, fx->u5.lpDDSPattern);
|
|
}
|
|
/* Now the 'with source' blits. */
|
|
if (src_surface)
|
|
{
|
|
const BYTE *sbase;
|
|
int sx, xinc, sy, yinc;
|
|
|
|
if (!dstwidth || !dstheight) /* Hmm... stupid program? */
|
|
goto release;
|
|
|
|
if (filter != WINED3DTEXF_NONE && filter != WINED3DTEXF_POINT
|
|
&& (srcwidth != dstwidth || srcheight != dstheight))
|
|
{
|
|
/* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
|
|
FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
|
|
}
|
|
|
|
sbase = (BYTE*)slock.pBits+(xsrc.top*slock.Pitch)+xsrc.left*bpp;
|
|
xinc = (srcwidth << 16) / dstwidth;
|
|
yinc = (srcheight << 16) / dstheight;
|
|
|
|
if (!flags)
|
|
{
|
|
/* No effects, we can cheat here. */
|
|
if (dstwidth == srcwidth)
|
|
{
|
|
if (dstheight == srcheight)
|
|
{
|
|
/* No stretching in either direction. This needs to be as
|
|
* fast as possible. */
|
|
sbuf = sbase;
|
|
|
|
/* Check for overlapping surfaces. */
|
|
if (src_surface != dst_surface || xdst.top < xsrc.top
|
|
|| xdst.right <= xsrc.left || xsrc.right <= xdst.left)
|
|
{
|
|
/* No overlap, or dst above src, so copy from top downwards. */
|
|
for (y = 0; y < dstheight; ++y)
|
|
{
|
|
memcpy(dbuf, sbuf, width);
|
|
sbuf += slock.Pitch;
|
|
dbuf += dlock.Pitch;
|
|
}
|
|
}
|
|
else if (xdst.top > xsrc.top)
|
|
{
|
|
/* Copy from bottom upwards. */
|
|
sbuf += (slock.Pitch*dstheight);
|
|
dbuf += (dlock.Pitch*dstheight);
|
|
for (y = 0; y < dstheight; ++y)
|
|
{
|
|
sbuf -= slock.Pitch;
|
|
dbuf -= dlock.Pitch;
|
|
memcpy(dbuf, sbuf, width);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* Src and dst overlapping on the same line, use memmove. */
|
|
for (y = 0; y < dstheight; ++y)
|
|
{
|
|
memmove(dbuf, sbuf, width);
|
|
sbuf += slock.Pitch;
|
|
dbuf += dlock.Pitch;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* Stretching in y direction only. */
|
|
for (y = sy = 0; y < dstheight; ++y, sy += yinc)
|
|
{
|
|
sbuf = sbase + (sy >> 16) * slock.Pitch;
|
|
memcpy(dbuf, sbuf, width);
|
|
dbuf += dlock.Pitch;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* Stretching in X direction. */
|
|
int last_sy = -1;
|
|
for (y = sy = 0; y < dstheight; ++y, sy += yinc)
|
|
{
|
|
sbuf = sbase + (sy >> 16) * slock.Pitch;
|
|
|
|
if ((sy >> 16) == (last_sy >> 16))
|
|
{
|
|
/* This source row is the same as last source row -
|
|
* Copy the already stretched row. */
|
|
memcpy(dbuf, dbuf - dlock.Pitch, width);
|
|
}
|
|
else
|
|
{
|
|
#define STRETCH_ROW(type) \
|
|
do { \
|
|
const type *s = (const type *)sbuf; \
|
|
type *d = (type *)dbuf; \
|
|
for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
|
|
d[x] = s[sx >> 16]; \
|
|
} while(0)
|
|
|
|
switch(bpp)
|
|
{
|
|
case 1:
|
|
STRETCH_ROW(BYTE);
|
|
break;
|
|
case 2:
|
|
STRETCH_ROW(WORD);
|
|
break;
|
|
case 4:
|
|
STRETCH_ROW(DWORD);
|
|
break;
|
|
case 3:
|
|
{
|
|
const BYTE *s;
|
|
BYTE *d = dbuf;
|
|
for (x = sx = 0; x < dstwidth; x++, sx+= xinc)
|
|
{
|
|
DWORD pixel;
|
|
|
|
s = sbuf + 3 * (sx >> 16);
|
|
pixel = s[0] | (s[1] << 8) | (s[2] << 16);
|
|
d[0] = (pixel ) & 0xff;
|
|
d[1] = (pixel >> 8) & 0xff;
|
|
d[2] = (pixel >> 16) & 0xff;
|
|
d += 3;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8);
|
|
hr = WINED3DERR_NOTAVAILABLE;
|
|
goto error;
|
|
}
|
|
#undef STRETCH_ROW
|
|
}
|
|
dbuf += dlock.Pitch;
|
|
last_sy = sy;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LONG dstyinc = dlock.Pitch, dstxinc = bpp;
|
|
DWORD keylow = 0xFFFFFFFF, keyhigh = 0, keymask = 0xFFFFFFFF;
|
|
DWORD destkeylow = 0x0, destkeyhigh = 0xFFFFFFFF, destkeymask = 0xFFFFFFFF;
|
|
if (flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE))
|
|
{
|
|
/* The color keying flags are checked for correctness in ddraw */
|
|
if (flags & WINEDDBLT_KEYSRC)
|
|
{
|
|
keylow = src_surface->SrcBltCKey.dwColorSpaceLowValue;
|
|
keyhigh = src_surface->SrcBltCKey.dwColorSpaceHighValue;
|
|
}
|
|
else if (flags & WINEDDBLT_KEYSRCOVERRIDE)
|
|
{
|
|
keylow = fx->ddckSrcColorkey.dwColorSpaceLowValue;
|
|
keyhigh = fx->ddckSrcColorkey.dwColorSpaceHighValue;
|
|
}
|
|
|
|
if (flags & WINEDDBLT_KEYDEST)
|
|
{
|
|
/* Destination color keys are taken from the source surface! */
|
|
destkeylow = src_surface->DestBltCKey.dwColorSpaceLowValue;
|
|
destkeyhigh = src_surface->DestBltCKey.dwColorSpaceHighValue;
|
|
}
|
|
else if (flags & WINEDDBLT_KEYDESTOVERRIDE)
|
|
{
|
|
destkeylow = fx->ddckDestColorkey.dwColorSpaceLowValue;
|
|
destkeyhigh = fx->ddckDestColorkey.dwColorSpaceHighValue;
|
|
}
|
|
|
|
if (bpp == 1)
|
|
{
|
|
keymask = 0xff;
|
|
}
|
|
else
|
|
{
|
|
keymask = src_format->red_mask
|
|
| src_format->green_mask
|
|
| src_format->blue_mask;
|
|
}
|
|
flags &= ~(WINEDDBLT_KEYSRC | WINEDDBLT_KEYDEST | WINEDDBLT_KEYSRCOVERRIDE | WINEDDBLT_KEYDESTOVERRIDE);
|
|
}
|
|
|
|
if (flags & WINEDDBLT_DDFX)
|
|
{
|
|
BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
|
|
LONG tmpxy;
|
|
dTopLeft = dbuf;
|
|
dTopRight = dbuf + ((dstwidth - 1) * bpp);
|
|
dBottomLeft = dTopLeft + ((dstheight - 1) * dlock.Pitch);
|
|
dBottomRight = dBottomLeft + ((dstwidth - 1) * bpp);
|
|
|
|
if (fx->dwDDFX & WINEDDBLTFX_ARITHSTRETCHY)
|
|
{
|
|
/* I don't think we need to do anything about this flag */
|
|
WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_ARITHSTRETCHY\n");
|
|
}
|
|
if (fx->dwDDFX & WINEDDBLTFX_MIRRORLEFTRIGHT)
|
|
{
|
|
tmp = dTopRight;
|
|
dTopRight = dTopLeft;
|
|
dTopLeft = tmp;
|
|
tmp = dBottomRight;
|
|
dBottomRight = dBottomLeft;
|
|
dBottomLeft = tmp;
|
|
dstxinc = dstxinc * -1;
|
|
}
|
|
if (fx->dwDDFX & WINEDDBLTFX_MIRRORUPDOWN)
|
|
{
|
|
tmp = dTopLeft;
|
|
dTopLeft = dBottomLeft;
|
|
dBottomLeft = tmp;
|
|
tmp = dTopRight;
|
|
dTopRight = dBottomRight;
|
|
dBottomRight = tmp;
|
|
dstyinc = dstyinc * -1;
|
|
}
|
|
if (fx->dwDDFX & WINEDDBLTFX_NOTEARING)
|
|
{
|
|
/* I don't think we need to do anything about this flag */
|
|
WARN("flags=DDBLT_DDFX nothing done for WINEDDBLTFX_NOTEARING\n");
|
|
}
|
|
if (fx->dwDDFX & WINEDDBLTFX_ROTATE180)
|
|
{
|
|
tmp = dBottomRight;
|
|
dBottomRight = dTopLeft;
|
|
dTopLeft = tmp;
|
|
tmp = dBottomLeft;
|
|
dBottomLeft = dTopRight;
|
|
dTopRight = tmp;
|
|
dstxinc = dstxinc * -1;
|
|
dstyinc = dstyinc * -1;
|
|
}
|
|
if (fx->dwDDFX & WINEDDBLTFX_ROTATE270)
|
|
{
|
|
tmp = dTopLeft;
|
|
dTopLeft = dBottomLeft;
|
|
dBottomLeft = dBottomRight;
|
|
dBottomRight = dTopRight;
|
|
dTopRight = tmp;
|
|
tmpxy = dstxinc;
|
|
dstxinc = dstyinc;
|
|
dstyinc = tmpxy;
|
|
dstxinc = dstxinc * -1;
|
|
}
|
|
if (fx->dwDDFX & WINEDDBLTFX_ROTATE90)
|
|
{
|
|
tmp = dTopLeft;
|
|
dTopLeft = dTopRight;
|
|
dTopRight = dBottomRight;
|
|
dBottomRight = dBottomLeft;
|
|
dBottomLeft = tmp;
|
|
tmpxy = dstxinc;
|
|
dstxinc = dstyinc;
|
|
dstyinc = tmpxy;
|
|
dstyinc = dstyinc * -1;
|
|
}
|
|
if (fx->dwDDFX & WINEDDBLTFX_ZBUFFERBASEDEST)
|
|
{
|
|
/* I don't think we need to do anything about this flag */
|
|
WARN("flags=WINEDDBLT_DDFX nothing done for WINEDDBLTFX_ZBUFFERBASEDEST\n");
|
|
}
|
|
dbuf = dTopLeft;
|
|
flags &= ~(WINEDDBLT_DDFX);
|
|
}
|
|
|
|
#define COPY_COLORKEY_FX(type) \
|
|
do { \
|
|
const type *s; \
|
|
type *d = (type *)dbuf, *dx, tmp; \
|
|
for (y = sy = 0; y < dstheight; ++y, sy += yinc) \
|
|
{ \
|
|
s = (const type *)(sbase + (sy >> 16) * slock.Pitch); \
|
|
dx = d; \
|
|
for (x = sx = 0; x < dstwidth; ++x, sx += xinc) \
|
|
{ \
|
|
tmp = s[sx >> 16]; \
|
|
if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
|
|
&& ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
|
|
{ \
|
|
dx[0] = tmp; \
|
|
} \
|
|
dx = (type *)(((BYTE *)dx) + dstxinc); \
|
|
} \
|
|
d = (type *)(((BYTE *)d) + dstyinc); \
|
|
} \
|
|
} while(0)
|
|
|
|
switch (bpp)
|
|
{
|
|
case 1:
|
|
COPY_COLORKEY_FX(BYTE);
|
|
break;
|
|
case 2:
|
|
COPY_COLORKEY_FX(WORD);
|
|
break;
|
|
case 4:
|
|
COPY_COLORKEY_FX(DWORD);
|
|
break;
|
|
case 3:
|
|
{
|
|
const BYTE *s;
|
|
BYTE *d = dbuf, *dx;
|
|
for (y = sy = 0; y < dstheight; ++y, sy += yinc)
|
|
{
|
|
sbuf = sbase + (sy >> 16) * slock.Pitch;
|
|
dx = d;
|
|
for (x = sx = 0; x < dstwidth; ++x, sx+= xinc)
|
|
{
|
|
DWORD pixel, dpixel = 0;
|
|
s = sbuf + 3 * (sx>>16);
|
|
pixel = s[0] | (s[1] << 8) | (s[2] << 16);
|
|
dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
|
|
if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
|
|
&& ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
|
|
{
|
|
dx[0] = (pixel ) & 0xff;
|
|
dx[1] = (pixel >> 8) & 0xff;
|
|
dx[2] = (pixel >> 16) & 0xff;
|
|
}
|
|
dx += dstxinc;
|
|
}
|
|
d += dstyinc;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
FIXME("%s color-keyed blit not implemented for bpp %u!\n",
|
|
(flags & WINEDDBLT_KEYSRC) ? "Source" : "Destination", bpp * 8);
|
|
hr = WINED3DERR_NOTAVAILABLE;
|
|
goto error;
|
|
#undef COPY_COLORKEY_FX
|
|
}
|
|
}
|
|
}
|
|
|
|
error:
|
|
if (flags && FIXME_ON(d3d_surface))
|
|
{
|
|
FIXME("\tUnsupported flags: %#x.\n", flags);
|
|
}
|
|
|
|
release:
|
|
wined3d_surface_unmap(dst_surface);
|
|
if (src_surface && src_surface != dst_surface)
|
|
wined3d_surface_unmap(src_surface);
|
|
/* Release the converted surface, if any. */
|
|
if (src_surface && src_surface != orig_src)
|
|
wined3d_surface_decref(src_surface);
|
|
|
|
return hr;
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_surface *dst_surface,
|
|
const RECT *dst_rect, const WINED3DCOLORVALUE *color)
|
|
{
|
|
static const RECT src_rect;
|
|
WINEDDBLTFX BltFx;
|
|
|
|
memset(&BltFx, 0, sizeof(BltFx));
|
|
BltFx.dwSize = sizeof(BltFx);
|
|
BltFx.u5.dwFillColor = wined3d_format_convert_from_float(dst_surface, color);
|
|
return surface_cpu_blt(dst_surface, dst_rect, NULL, &src_rect,
|
|
WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static HRESULT cpu_blit_depth_fill(struct wined3d_device *device,
|
|
struct wined3d_surface *surface, const RECT *rect, float depth)
|
|
{
|
|
FIXME("Depth filling not implemented by cpu_blit.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
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,
|
|
cpu_blit_depth_fill,
|
|
};
|
|
|
|
static HRESULT surface_init(struct wined3d_surface *surface, WINED3DSURFTYPE surface_type, UINT alignment,
|
|
UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
|
|
UINT multisample_quality, struct wined3d_device *device, DWORD usage, enum wined3d_format_id format_id,
|
|
WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
|
|
unsigned int resource_size;
|
|
HRESULT hr;
|
|
|
|
if (multisample_quality > 0)
|
|
{
|
|
FIXME("multisample_quality set to %u, substituting 0.\n", multisample_quality);
|
|
multisample_quality = 0;
|
|
}
|
|
|
|
/* 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");
|
|
|
|
/* FIXME: Check that the format is supported by the device. */
|
|
|
|
resource_size = wined3d_format_calculate_size(format, alignment, width, height);
|
|
if (!resource_size)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
surface->surface_type = surface_type;
|
|
|
|
switch (surface_type)
|
|
{
|
|
case SURFACE_OPENGL:
|
|
surface->surface_ops = &surface_ops;
|
|
break;
|
|
|
|
case SURFACE_GDI:
|
|
surface->surface_ops = &gdi_surface_ops;
|
|
break;
|
|
|
|
default:
|
|
ERR("Requested unknown surface implementation %#x.\n", surface_type);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
hr = resource_init(&surface->resource, device, WINED3DRTYPE_SURFACE, format,
|
|
multisample_type, multisample_quality, usage, pool, width, height, 1,
|
|
resource_size, parent, parent_ops, &surface_resource_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize resource, returning %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
/* "Standalone" surface. */
|
|
surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
|
|
|
|
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_id == WINED3DFMT_D16_LOCKABLE)
|
|
surface->flags |= SFLAG_LOCKABLE;
|
|
/* I'm not sure if this qualifies as a hack or as an optimization. It
|
|
* seems reasonable to assume that lockable render targets will get
|
|
* locked, so we might as well set SFLAG_DYNLOCK right at surface
|
|
* creation. However, the other reason we want to do this is that several
|
|
* ddraw applications access surface memory while the surface isn't
|
|
* mapped. The SFLAG_DYNLOCK behaviour of keeping SYSMEM around for
|
|
* future locks prevents these from crashing. */
|
|
if (lockable && (usage & WINED3DUSAGE_RENDERTARGET))
|
|
surface->flags |= SFLAG_DYNLOCK;
|
|
|
|
/* 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 = surface->surface_ops->surface_private_setup(surface);
|
|
if (FAILED(hr))
|
|
{
|
|
ERR("Private setup failed, returning %#x\n", hr);
|
|
surface->surface_ops->surface_cleanup(surface);
|
|
return hr;
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_surface_create(struct wined3d_device *device, UINT width, UINT height,
|
|
enum wined3d_format_id format_id, BOOL lockable, BOOL discard, UINT level, DWORD usage, WINED3DPOOL pool,
|
|
WINED3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality, WINED3DSURFTYPE surface_type,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_surface **surface)
|
|
{
|
|
struct wined3d_surface *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, width %u, height %u, format %s, lockable %#x, discard %#x, level %u\n",
|
|
device, width, height, debug_d3dformat(format_id), lockable, discard, level);
|
|
TRACE("surface %p, usage %s (%#x), pool %s, multisample_type %#x, multisample_quality %u\n",
|
|
surface, debug_d3dusage(usage), usage, debug_d3dpool(pool), multisample_type, multisample_quality);
|
|
TRACE("surface_type %#x, parent %p, parent_ops %p.\n", surface_type, parent, parent_ops);
|
|
|
|
if (surface_type == SURFACE_OPENGL && !device->adapter)
|
|
{
|
|
ERR("OpenGL surfaces are not available without OpenGL.\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Failed to allocate surface memory.\n");
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = surface_init(object, surface_type, device->surface_alignment, width, height, level, lockable,
|
|
discard, multisample_type, multisample_quality, device, usage, format_id, pool, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize surface, returning %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created surface %p.\n", object);
|
|
*surface = object;
|
|
|
|
return hr;
|
|
}
|