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/*
* IWineD3DSurface Implementation
*
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* Copyright 1998 Lionel Ulmer
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* Copyright 2000 - 2001 TransGaming Technologies Inc .
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* Copyright 2002 - 2005 Jason Edmeades
* Copyright 2002 - 2003 Raphael Junqueira
* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Stefan D <EFBFBD> singer for CodeWeavers
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*
* This library is free software ; you can redistribute it and / or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation ; either
* version 2.1 of the License , or ( at your option ) any later version .
*
* This library is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
* Lesser General Public License for more details .
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library ; if not , write to the Free Software
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* Foundation , Inc . , 51 Franklin St , Fifth Floor , Boston , MA 02110 - 1301 , USA
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*/
# include "config.h"
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# include "wine/port.h"
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# include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL ( d3d_surface ) ;
# define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
/* *******************************************
IWineD3DSurface IUnknown parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface ( IWineD3DSurface * iface , REFIID riid , LPVOID * ppobj )
{
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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/* Warn ,but be nice about things */
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TRACE ( " (%p)->(%s,%p) \n " , This , debugstr_guid ( riid ) , ppobj ) ;
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if ( riid = = NULL ) {
ERR ( " Probably FIXME: Calling query interface with NULL riid \n " ) ;
}
if ( IsEqualGUID ( riid , & IID_IUnknown )
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| | IsEqualGUID ( riid , & IID_IWineD3DBase )
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| | IsEqualGUID ( riid , & IID_IWineD3DResource )
| | IsEqualGUID ( riid , & IID_IWineD3DSurface ) ) {
IUnknown_AddRef ( ( IUnknown * ) iface ) ;
* ppobj = This ;
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return S_OK ;
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}
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* ppobj = NULL ;
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return E_NOINTERFACE ;
}
ULONG WINAPI IWineD3DSurfaceImpl_AddRef ( IWineD3DSurface * iface ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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ULONG ref = InterlockedIncrement ( & This - > resource . ref ) ;
TRACE ( " (%p) : AddRef increasing from %ld \n " , This , ref - 1 ) ;
return ref ;
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}
ULONG WINAPI IWineD3DSurfaceImpl_Release ( IWineD3DSurface * iface ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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ULONG ref = InterlockedDecrement ( & This - > resource . ref ) ;
TRACE ( " (%p) : Releasing from %ld \n " , This , ref + 1 ) ;
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if ( ref = = 0 ) {
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IWineD3DDeviceImpl * device = ( IWineD3DDeviceImpl * ) This - > resource . wineD3DDevice ;
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TRACE ( " (%p) : cleaning up \n " , This ) ;
if ( This - > glDescription . textureName ! = 0 ) { /* release the openGL texture.. */
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ENTER_GL ( ) ;
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TRACE ( " Deleting texture %d \n " , This - > glDescription . textureName ) ;
glDeleteTextures ( 1 , & This - > glDescription . textureName ) ;
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LEAVE_GL ( ) ;
}
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if ( This - > Flags & SFLAG_DIBSECTION ) {
/* Release the DC */
SelectObject ( This - > hDC , This - > dib . holdbitmap ) ;
DeleteDC ( This - > hDC ) ;
/* Release the DIB section */
DeleteObject ( This - > dib . DIBsection ) ;
This - > dib . bitmap_data = NULL ;
This - > resource . allocatedMemory = NULL ;
}
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IWineD3DResourceImpl_CleanUp ( ( IWineD3DResource * ) iface ) ;
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if ( iface = = device - > ddraw_primary )
device - > ddraw_primary = NULL ;
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TRACE ( " (%p) Released \n " , This ) ;
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HeapFree ( GetProcessHeap ( ) , 0 , This ) ;
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}
return ref ;
}
/* ****************************************************
IWineD3DSurface IWineD3DResource parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice ( IWineD3DSurface * iface , IWineD3DDevice * * ppDevice ) {
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return IWineD3DResourceImpl_GetDevice ( ( IWineD3DResource * ) iface , ppDevice ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData ( IWineD3DSurface * iface , REFGUID refguid , CONST void * pData , DWORD SizeOfData , DWORD Flags ) {
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return IWineD3DResourceImpl_SetPrivateData ( ( IWineD3DResource * ) iface , refguid , pData , SizeOfData , Flags ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData ( IWineD3DSurface * iface , REFGUID refguid , void * pData , DWORD * pSizeOfData ) {
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return IWineD3DResourceImpl_GetPrivateData ( ( IWineD3DResource * ) iface , refguid , pData , pSizeOfData ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData ( IWineD3DSurface * iface , REFGUID refguid ) {
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return IWineD3DResourceImpl_FreePrivateData ( ( IWineD3DResource * ) iface , refguid ) ;
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}
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DWORD WINAPI IWineD3DSurfaceImpl_SetPriority ( IWineD3DSurface * iface , DWORD PriorityNew ) {
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return IWineD3DResourceImpl_SetPriority ( ( IWineD3DResource * ) iface , PriorityNew ) ;
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}
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DWORD WINAPI IWineD3DSurfaceImpl_GetPriority ( IWineD3DSurface * iface ) {
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return IWineD3DResourceImpl_GetPriority ( ( IWineD3DResource * ) iface ) ;
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}
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void WINAPI IWineD3DSurfaceImpl_PreLoad ( IWineD3DSurface * iface ) {
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/* TODO: re-write the way textures and managed,
* use a ' opengl context manager ' to manage RenderTarget surfaces
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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/* TODO: check for locks */
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DBaseTexture * baseTexture = NULL ;
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TRACE ( " (%p)Checking to see if the container is a base texture \n " , This ) ;
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if ( IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DBaseTexture , ( void * * ) & baseTexture ) = = WINED3D_OK ) {
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TRACE ( " Passing to conatiner \n " ) ;
IWineD3DBaseTexture_PreLoad ( baseTexture ) ;
IWineD3DBaseTexture_Release ( baseTexture ) ;
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} else {
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TRACE ( " (%p) : About to load surface \n " , This ) ;
ENTER_GL ( ) ;
#if 0 /* TODO: context manager support */
IWineD3DContextManager_PushState ( This - > contextManager , GL_TEXTURE_2D , ENABLED , NOW /* make sure the state is applied now */ ) ;
# endif
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glEnable ( This - > glDescription . target ) ; /* make sure texture support is enabled in this context */
if ( This - > glDescription . level = = 0 & & This - > glDescription . textureName = = 0 ) {
glGenTextures ( 1 , & This - > glDescription . textureName ) ;
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checkGLcall ( " glGenTextures " ) ;
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TRACE ( " Surface %p given name %d \n " , This , This - > glDescription . textureName ) ;
glBindTexture ( This - > glDescription . target , This - > glDescription . textureName ) ;
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checkGLcall ( " glBindTexture " ) ;
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IWineD3DSurface_LoadTexture ( iface ) ;
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/* This is where we should be reducing the amount of GLMemoryUsed */
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} else {
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if ( This - > glDescription . level = = 0 ) {
glBindTexture ( This - > glDescription . target , This - > glDescription . textureName ) ;
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checkGLcall ( " glBindTexture " ) ;
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IWineD3DSurface_LoadTexture ( iface ) ;
} else if ( This - > glDescription . textureName ! = 0 ) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
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/* assume this is a coding error not a real error for now */
FIXME ( " Mipmap surface has a glTexture bound to it! \n " ) ;
}
}
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if ( This - > resource . pool = = WINED3DPOOL_DEFAULT ) {
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp ;
tmp = 0.9f ;
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glPrioritizeTextures ( 1 , & This - > glDescription . textureName , & tmp ) ;
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}
/* TODO: disable texture support, if it wastn't enabled when we entered. */
#if 0 /* TODO: context manager support */
IWineD3DContextManager_PopState ( This - > contextManager , GL_TEXTURE_2D , DISABLED , DELAYED
/* we don't care when the state is disabled(if atall) */ ) ;
# endif
LEAVE_GL ( ) ;
}
return ;
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}
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WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType ( IWineD3DSurface * iface ) {
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TRACE ( " (%p) : calling resourceimpl_GetType \n " , iface ) ;
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return IWineD3DResourceImpl_GetType ( ( IWineD3DResource * ) iface ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_GetParent ( IWineD3DSurface * iface , IUnknown * * pParent ) {
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TRACE ( " (%p) : calling resourceimpl_GetParent \n " , iface ) ;
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return IWineD3DResourceImpl_GetParent ( ( IWineD3DResource * ) iface , pParent ) ;
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}
/* ******************************************************
IWineD3DSurface IWineD3DSurface parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent ( IWineD3DSurface * iface , IUnknown * * ppContainerParent ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p) : ppContainerParent %p) \n " , This , ppContainerParent ) ;
if ( ! ppContainerParent ) {
ERR ( " (%p) : Called without a valid ppContainerParent. \n " , This ) ;
}
if ( This - > container ) {
IWineD3DBase_GetParent ( This - > container , ppContainerParent ) ;
if ( ! ppContainerParent ) {
/* WineD3D objects should always have a parent */
ERR ( " (%p) : GetParent returned NULL \n " , This ) ;
}
IUnknown_Release ( * ppContainerParent ) ; /* GetParent adds a reference; we want just the pointer */
} else {
* ppContainerParent = NULL ;
}
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return WINED3D_OK ;
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer ( IWineD3DSurface * iface , REFIID riid , void * * ppContainer ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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IWineD3DBase * container = 0 ;
TRACE ( " (This %p, riid %s, ppContainer %p) \n " , This , debugstr_guid ( riid ) , ppContainer ) ;
if ( ! ppContainer ) {
ERR ( " Called without a valid ppContainer. \n " ) ;
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}
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/** From MSDN:
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* If the surface is created using CreateImageSurface / CreateOffscreenPlainSurface , CreateRenderTarget ,
* or CreateDepthStencilSurface , the surface is considered stand alone . In this case ,
* GetContainer will return the Direct3D device used to create the surface .
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*/
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if ( This - > container ) {
container = This - > container ;
} else {
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container = ( IWineD3DBase * ) This - > resource . wineD3DDevice ;
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}
TRACE ( " Relaying to QueryInterface \n " ) ;
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return IUnknown_QueryInterface ( container , riid , ppContainer ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc ( IWineD3DSurface * iface , WINED3DSURFACE_DESC * pDesc ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p) : copying into %p \n " , This , pDesc ) ;
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if ( pDesc - > Format ! = NULL ) * ( pDesc - > Format ) = This - > resource . format ;
if ( pDesc - > Type ! = NULL ) * ( pDesc - > Type ) = This - > resource . resourceType ;
if ( pDesc - > Usage ! = NULL ) * ( pDesc - > Usage ) = This - > resource . usage ;
if ( pDesc - > Pool ! = NULL ) * ( pDesc - > Pool ) = This - > resource . pool ;
if ( pDesc - > Size ! = NULL ) * ( pDesc - > Size ) = This - > resource . size ; /* dx8 only */
if ( pDesc - > MultiSampleType ! = NULL ) * ( pDesc - > MultiSampleType ) = This - > currentDesc . MultiSampleType ;
if ( pDesc - > MultiSampleQuality ! = NULL ) * ( pDesc - > MultiSampleQuality ) = This - > currentDesc . MultiSampleQuality ;
if ( pDesc - > Width ! = NULL ) * ( pDesc - > Width ) = This - > currentDesc . Width ;
if ( pDesc - > Height ! = NULL ) * ( pDesc - > Height ) = This - > currentDesc . Height ;
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return WINED3D_OK ;
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}
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void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc ( IWineD3DSurface * iface , UINT textureName , int target ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p) : setting textureName %u, target %i \n " , This , textureName , target ) ;
if ( This - > glDescription . textureName = = 0 & & textureName ! = 0 ) {
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This - > Flags | = SFLAG_DIRTY ;
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IWineD3DSurface_AddDirtyRect ( iface , NULL ) ;
}
This - > glDescription . textureName = textureName ;
This - > glDescription . target = target ;
}
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void WINAPI IWineD3DSurfaceImpl_GetGlDesc ( IWineD3DSurface * iface , glDescriptor * * glDescription ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p) : returning %p \n " , This , & This - > glDescription ) ;
* glDescription = & This - > glDescription ;
}
/* TODO: think about moving this down to resource? */
const void * WINAPI IWineD3DSurfaceImpl_GetData ( IWineD3DSurface * iface ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
/* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the futture */
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if ( This - > resource . pool ! = WINED3DPOOL_SYSTEMMEM ) {
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FIXME ( " (%p)Attempting to get system memory for a non-system memory texture \n " , iface ) ;
}
return ( CONST void * ) ( This - > resource . allocatedMemory ) ;
}
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static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect ( IWineD3DSurface * iface , WINED3DLOCKED_RECT * pLockedRect , CONST RECT * pRect , DWORD Flags ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
IWineD3DSwapChainImpl * swapchain = NULL ;
static UINT messages = 0 ; /* holds flags to disable fixme messages */
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BOOL backbuf = FALSE ;
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/* fixme: should we really lock as such? */
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if ( ( This - > Flags & ( SFLAG_INTEXTURE | SFLAG_INPBUFFER ) ) = =
( SFLAG_INTEXTURE | SFLAG_INPBUFFER ) ) {
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FIXME ( " Warning: Surface is in texture memory or pbuffer \n " ) ;
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This - > Flags & = ~ ( SFLAG_INTEXTURE | SFLAG_INPBUFFER ) ;
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}
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if ( ! ( This - > Flags & SFLAG_LOCKABLE ) ) {
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/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
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texture regions , and since the destination is an unlockable region we need
to tolerate this */
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TRACE ( " Warning: trying to lock unlockable surf@%p \n " , This ) ;
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/*return WINED3DERR_INVALIDCALL; */
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}
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if ( This - > resource . usage & WINED3DUSAGE_RENDERTARGET ) {
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IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) ;
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if ( swapchain ! = NULL | | iface = = myDevice - > renderTarget | | iface = = myDevice - > depthStencilBuffer ) {
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if ( swapchain ! = NULL ) {
int i ;
for ( i = 0 ; i < swapchain - > presentParms . BackBufferCount ; i + + ) {
if ( iface = = swapchain - > backBuffer [ i ] ) {
backbuf = TRUE ;
break ;
}
}
}
if ( backbuf ) {
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TRACE ( " (%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
} else if ( swapchain ! = NULL & & iface = = swapchain - > frontBuffer ) {
TRACE ( " (%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
} else if ( iface = = myDevice - > renderTarget ) {
TRACE ( " (%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
} else if ( iface = = myDevice - > depthStencilBuffer ) {
TRACE ( " (%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
}
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if ( NULL ! = swapchain ) {
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
}
swapchain = NULL ;
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}
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} else {
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TRACE ( " (%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
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}
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pLockedRect - > Pitch = IWineD3DSurface_GetPitch ( iface ) ;
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if ( NULL = = pRect ) {
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pLockedRect - > pBits = This - > resource . allocatedMemory ;
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This - > lockedRect . left = 0 ;
This - > lockedRect . top = 0 ;
This - > lockedRect . right = This - > currentDesc . Width ;
This - > lockedRect . bottom = This - > currentDesc . Height ;
TRACE ( " Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld \n " , & This - > lockedRect , This - > lockedRect . left , This - > lockedRect . top , This - > lockedRect . right , This - > lockedRect . bottom ) ;
} else {
TRACE ( " Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld \n " , pRect , pRect - > left , pRect - > top , pRect - > right , pRect - > bottom ) ;
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if ( ( pRect - > top < 0 ) | |
( pRect - > left < 0 ) | |
( pRect - > left > = pRect - > right ) | |
( pRect - > top > = pRect - > bottom ) | |
( pRect - > right > This - > currentDesc . Width ) | |
( pRect - > bottom > This - > currentDesc . Height ) )
{
WARN ( " Invalid values in pRect !!! \n " ) ;
return D3DERR_INVALIDCALL ;
}
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if ( This - > resource . format = = WINED3DFMT_DXT1 ) { /* DXT1 is half byte per pixel */
2005-08-29 12:20:02 +00:00
pLockedRect - > pBits = This - > resource . allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( ( pRect - > left * This - > bytesPerPixel / 2 ) ) ;
2005-01-09 17:37:02 +00:00
} else {
2005-03-29 19:01:00 +00:00
pLockedRect - > pBits = This - > resource . allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( pRect - > left * This - > bytesPerPixel ) ;
2005-01-09 17:37:02 +00:00
}
This - > lockedRect . left = pRect - > left ;
This - > lockedRect . top = pRect - > top ;
This - > lockedRect . right = pRect - > right ;
This - > lockedRect . bottom = pRect - > bottom ;
}
2006-05-06 14:15:37 +00:00
if ( This - > Flags & SFLAG_NONPOW2 ) {
2005-07-11 14:25:54 +00:00
TRACE ( " Locking non-power 2 texture \n " ) ;
}
2005-01-09 17:37:02 +00:00
2006-03-06 22:08:42 +00:00
if ( 0 = = This - > resource . usage | | This - > resource . usage & WINED3DUSAGE_DYNAMIC ) {
2005-07-13 11:34:55 +00:00
/* classic surface TODO: non 2d surfaces?
2005-12-02 15:15:09 +00:00
These resources may be POOL_SYSTEMMEM , so they must not access the device */
2005-07-13 11:34:55 +00:00
TRACE ( " locking an ordinarary surface \n " ) ;
2005-12-02 15:15:09 +00:00
/* Check to see if memory has already been allocated from the surface*/
2006-05-06 16:08:33 +00:00
if ( ( NULL = = This - > resource . allocatedMemory ) | |
2006-05-22 22:48:54 +00:00
( This - > Flags & SFLAG_GLDIRTY ) ) { /* TODO: check to see if an update has been performed on the surface (an update could just clobber allocatedMemory */
2005-12-02 15:15:09 +00:00
/* Non-system memory surfaces */
2005-07-13 11:34:55 +00:00
2006-05-22 22:48:54 +00:00
This - > Flags & = ~ SFLAG_GLDIRTY ;
2005-12-02 15:15:09 +00:00
/*Surface has no memory currently allocated to it!*/
2005-07-13 11:34:55 +00:00
TRACE ( " (%p) Locking rect \n " , This ) ;
2006-05-06 16:08:33 +00:00
if ( ! This - > resource . allocatedMemory ) {
This - > resource . allocatedMemory = HeapAlloc ( GetProcessHeap ( ) , 0 , This - > pow2Size ) ;
}
2005-11-02 20:01:54 +00:00
if ( 0 ! = This - > glDescription . textureName ) {
/* Now I have to copy thing bits back */
2006-05-06 14:15:37 +00:00
This - > Flags | = SFLAG_ACTIVELOCK ; /* When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory */
2005-12-02 15:15:09 +00:00
/* TODO: make activeLock a bit more intelligent, maybe implement a method to purge the texture memory. */
2005-11-02 20:01:54 +00:00
ENTER_GL ( ) ;
2005-09-23 11:08:03 +00:00
2005-11-02 20:01:54 +00:00
/* Make sure that the texture is loaded */
IWineD3DSurface_PreLoad ( iface ) ; /* Make sure there is a texture to bind! */
2005-09-23 11:08:03 +00:00
2005-11-10 12:14:56 +00:00
TRACE ( " (%p) glGetTexImage level(%d), fmt(%d), typ(%d), mem(%p) \n " , This , This - > glDescription . level , This - > glDescription . glFormat , This - > glDescription . glType , This - > resource . allocatedMemory ) ;
2005-09-23 11:08:03 +00:00
2005-11-02 20:01:54 +00:00
if ( This - > resource . format = = WINED3DFMT_DXT1 | |
This - > resource . format = = WINED3DFMT_DXT2 | |
This - > resource . format = = WINED3DFMT_DXT3 | |
This - > resource . format = = WINED3DFMT_DXT4 | |
This - > resource . format = = WINED3DFMT_DXT5 ) {
TRACE ( " Locking a compressed texture \n " ) ;
if ( GL_SUPPORT ( EXT_TEXTURE_COMPRESSION_S3TC ) ) { /* we can assume this as the texture would not have been created otherwise */
GL_EXTCALL ( glGetCompressedTexImageARB ) ( This - > glDescription . target ,
This - > glDescription . level ,
This - > resource . allocatedMemory ) ;
2005-09-23 11:08:03 +00:00
2005-11-02 20:01:54 +00:00
} else {
FIXME ( " (%p) attempting to lock a compressed texture when texture compression isn't supported by opengl \n " , This ) ;
}
} else {
glGetTexImage ( This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormat ,
This - > glDescription . glType ,
This - > resource . allocatedMemory ) ;
vcheckGLcall ( " glGetTexImage " ) ;
if ( NP2_REPACK = = wined3d_settings . nonpower2_mode ) {
/* some games (e.g. warhammer 40k) don't work with the odd pitchs properly, 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 the bpp * pow2width .
Were 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
| | | \ /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
were repacking the data to the expected texture width
| < - texture width - > | - - > pow2width | / \
| 111111111111111111222222222222222 | |
| 222333333333333333333444444444444 | texture height
| 444444 | |
| | \ /
| | |
| empty | pow2height
| | \ /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
= = is the same as
| < - texture width - > | / \
| 111111111111111111 |
| 222222222222222222 | texture height
| 333333333333333333 |
| 444444444444444444 | \ /
- - - - - - - - - - - - - - - - - - - -
this also means that any references to allocatedMemory should work with the data as if were a standard texture with a non - power2 width instead of texture boxed up to be a power2 texture .
internally the texture is still stored in a boxed format so any references to textureName will get a boxed texture with width pow2width and not a texture of width currentDesc . Width .
*/
2006-05-06 14:15:37 +00:00
if ( This - > Flags & SFLAG_NONPOW2 ) {
2005-11-02 20:01:54 +00:00
BYTE * dataa , * datab ;
int pitcha = 0 , pitchb = 0 ;
int y ;
pitcha = This - > bytesPerPixel * This - > currentDesc . Width ;
pitchb = This - > bytesPerPixel * This - > pow2Width ;
datab = dataa = This - > resource . allocatedMemory ;
FIXME ( " (%p) : Repacking the surface data from pitch %d to pitch %d \n " , This , pitcha , pitchb ) ;
for ( y = 1 ; y < This - > currentDesc . Height ; y + + ) {
dataa + = pitcha ; /* skip the first row */
datab + = pitchb ;
memcpy ( dataa , datab , pitcha ) ;
}
2005-09-23 11:08:03 +00:00
}
}
}
2005-11-02 20:01:54 +00:00
LEAVE_GL ( ) ;
2005-07-13 11:34:55 +00:00
}
} else { /* Nothing to do */
TRACE ( " Memory %p already allocted for texture \n " , This - > resource . allocatedMemory ) ;
}
2005-01-09 17:37:02 +00:00
2005-07-13 11:34:55 +00:00
if ( NULL = = pRect ) {
pLockedRect - > pBits = This - > resource . allocatedMemory ;
} else {
if ( This - > resource . format = = D3DFMT_DXT1 ) { /* DXT1 is half byte per pixel */
2005-08-29 12:20:02 +00:00
pLockedRect - > pBits = This - > resource . allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( ( pRect - > left * This - > bytesPerPixel / 2 ) ) ;
2005-07-13 11:34:55 +00:00
} else {
pLockedRect - > pBits = This - > resource . allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( pRect - > left * This - > bytesPerPixel ) ;
}
}
2005-01-09 17:37:02 +00:00
2006-06-04 14:42:57 +00:00
} else if ( WINED3DUSAGE_RENDERTARGET & This - > resource . usage ) { /* render surfaces */
if ( ( ! ( Flags & WINED3DLOCK_DISCARD ) & & ( This - > Flags & SFLAG_GLDIRTY ) ) | | ! This - > resource . allocatedMemory ) {
GLint prev_store ;
GLint prev_read ;
BOOL notInContext = FALSE ;
IWineD3DSwapChainImpl * targetSwapChain = NULL ;
2005-01-09 17:37:02 +00:00
2006-06-04 14:42:57 +00:00
ENTER_GL ( ) ;
2005-07-07 20:35:05 +00:00
2006-06-04 14:42:57 +00:00
/**
* for render - > surface copy begin to begin of allocatedMemory
* unlock can be more easy
*/
2005-01-09 17:37:02 +00:00
2006-06-04 14:42:57 +00:00
TRACE ( " locking a render target \n " ) ;
2005-01-09 17:37:02 +00:00
2006-06-04 14:42:57 +00:00
if ( This - > resource . allocatedMemory = = NULL )
This - > resource . allocatedMemory = HeapAlloc ( GetProcessHeap ( ) , 0 , This - > resource . size ) ;
2005-07-07 20:35:05 +00:00
2006-06-04 14:42:57 +00:00
This - > Flags | = SFLAG_ACTIVELOCK ; /*When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory*/
pLockedRect - > pBits = This - > resource . allocatedMemory ;
2005-07-07 20:35:05 +00:00
2006-06-04 14:42:57 +00:00
glFlush ( ) ;
vcheckGLcall ( " glFlush " ) ;
glGetIntegerv ( GL_READ_BUFFER , & prev_read ) ;
vcheckGLcall ( " glIntegerv " ) ;
glGetIntegerv ( GL_PACK_SWAP_BYTES , & prev_store ) ;
vcheckGLcall ( " glIntegerv " ) ;
2005-01-09 17:37:02 +00:00
2006-06-04 14:42:57 +00:00
/* Here's what we have to do:
See if the swapchain has the same context as the renderTarget or the surface is the render target .
Otherwise , see if were sharing a context with the implicit swapchain ( because we ' re using a shared context model ! )
and use the front back buffer as required .
if not , we need to switch contexts and then switchback at the end .
*/
IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) ;
IWineD3DSurface_GetContainer ( myDevice - > renderTarget , & IID_IWineD3DSwapChain , ( void * * ) & targetSwapChain ) ;
/* NOTE: In a shared context environment the renderTarget will use the same context as the implicit swapchain (we're not in a shared environment yet! */
if ( ( swapchain = = targetSwapChain & & targetSwapChain ! = NULL ) | | iface = = myDevice - > renderTarget ) {
2006-06-15 10:54:19 +00:00
if ( iface = = swapchain - > frontBuffer ) {
TRACE ( " locking front \n " ) ;
glReadBuffer ( GL_FRONT ) ;
}
else if ( iface = = myDevice - > renderTarget | | backbuf ) {
2006-06-04 14:42:57 +00:00
TRACE ( " locking back buffer \n " ) ;
2006-06-15 10:54:19 +00:00
glReadBuffer ( GL_BACK ) ;
2005-07-07 20:35:05 +00:00
} else if ( iface = = myDevice - > depthStencilBuffer ) {
FIXME ( " Stencil Buffer lock unsupported for now \n " ) ;
2005-07-13 14:15:54 +00:00
} else {
2006-06-04 14:42:57 +00:00
FIXME ( " (%p) Shouldn't have got here! \n " , This ) ;
glReadBuffer ( GL_BACK ) ;
2005-07-07 20:35:05 +00:00
}
2006-06-04 14:42:57 +00:00
} else if ( swapchain ! = NULL ) {
IWineD3DSwapChainImpl * implSwapChain ;
IWineD3DDevice_GetSwapChain ( ( IWineD3DDevice * ) myDevice , 0 , ( IWineD3DSwapChain * * ) & implSwapChain ) ;
if ( swapchain - > glCtx = = implSwapChain - > render_ctx & & swapchain - > drawable = = implSwapChain - > win ) {
/* This will fail for the implicit swapchain, which is why there needs to be a context manager */
2006-06-15 10:54:19 +00:00
if ( backbuf ) {
2006-06-04 14:42:57 +00:00
glReadBuffer ( GL_BACK ) ;
} else if ( iface = = swapchain - > frontBuffer ) {
glReadBuffer ( GL_FRONT ) ;
} else if ( iface = = myDevice - > depthStencilBuffer ) {
FIXME ( " Stencil Buffer lock unsupported for now \n " ) ;
} else {
FIXME ( " Should have got here! \n " ) ;
glReadBuffer ( GL_BACK ) ;
}
} else {
/* We need to switch contexts to be able to read the buffer!!! */
FIXME ( " The buffer requested isn't in the current openGL context \n " ) ;
notInContext = TRUE ;
/* TODO: check the contexts, to see if were shared with the current context */
}
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) implSwapChain ) ;
2005-01-09 17:37:02 +00:00
}
2006-06-04 14:42:57 +00:00
if ( swapchain ! = NULL ) IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
if ( targetSwapChain ! = NULL ) IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) targetSwapChain ) ;
/** the depth stencil in openGL has a format of GL_FLOAT
* which should be good for WINED3DFMT_D16_LOCKABLE
* and WINED3DFMT_D16
* it is unclear what format the stencil buffer is in except .
* ' Each index is converted to fixed point . . .
* If GL_MAP_STENCIL is GL_TRUE , indices are replaced by their
* mappings in the table GL_PIXEL_MAP_S_TO_S .
* glReadPixels ( This - > lockedRect . left ,
* This - > lockedRect . bottom - j - 1 ,
* This - > lockedRect . right - This - > lockedRect . left ,
* 1 ,
* GL_DEPTH_COMPONENT ,
* type ,
* ( char * ) pLockedRect - > pBits + ( pLockedRect - > Pitch * ( j - This - > lockedRect . top ) ) ) ;
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
if ( ! notInContext ) { /* Only read the buffer if it's in the current context */
long j ;
2005-07-07 20:35:05 +00:00
#if 0
2006-06-04 14:42:57 +00:00
/* Bizarly it takes 120 millseconds to get an 800x600 region a line at a time, but only 10 to get the whole lot every time,
* This is on an ATI9600 , and may be format dependent , anyhow this hack makes this demo dx9_2d_demo_game
* run ten times faster !
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
BOOL ati_performance_hack = FALSE ;
ati_performance_hack = ( This - > lockedRect . bottom - This - > lockedRect . top > 10 ) | | ( This - > lockedRect . right - This - > lockedRect . left > 10 ) ? TRUE : FALSE ;
2005-07-07 20:35:05 +00:00
# endif
2006-06-04 14:42:57 +00:00
if ( ( This - > lockedRect . left = = 0 & & This - > lockedRect . top = = 0 & &
This - > lockedRect . right = = This - > currentDesc . Width
& & This - > lockedRect . bottom = = This - > currentDesc . Height ) ) {
BYTE * row , * top , * bottom ;
int i ;
glReadPixels ( 0 , 0 ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
This - > glDescription . glFormat ,
This - > glDescription . glType ,
( char * ) pLockedRect - > pBits ) ;
/* glReadPixels returns the image upside down, and there is no way to prevent this.
Flip the lines in software */
row = HeapAlloc ( GetProcessHeap ( ) , 0 , pLockedRect - > Pitch ) ;
if ( ! row ) {
ERR ( " Out of memory \n " ) ;
return E_OUTOFMEMORY ;
}
top = This - > resource . allocatedMemory ;
bottom = ( ( BYTE * ) This - > resource . allocatedMemory ) + pLockedRect - > Pitch * ( This - > currentDesc . Height - 1 ) ;
for ( i = 0 ; i < This - > currentDesc . Height / 2 ; i + + ) {
memcpy ( row , top , pLockedRect - > Pitch ) ;
memcpy ( top , bottom , pLockedRect - > Pitch ) ;
memcpy ( bottom , row , pLockedRect - > Pitch ) ;
top + = pLockedRect - > Pitch ;
bottom - = pLockedRect - > Pitch ;
}
HeapFree ( GetProcessHeap ( ) , 0 , row ) ;
This - > Flags & = ~ SFLAG_GLDIRTY ;
} else if ( This - > lockedRect . left = = 0 & & This - > lockedRect . right = = This - > currentDesc . Width ) {
glReadPixels ( 0 ,
This - > lockedRect . top ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
This - > glDescription . glFormat ,
This - > glDescription . glType ,
( char * ) pLockedRect - > pBits ) ;
} else {
for ( j = This - > lockedRect . top ; j < This - > lockedRect . bottom - This - > lockedRect . top ; + + j ) {
glReadPixels ( This - > lockedRect . left ,
This - > lockedRect . bottom - j - 1 ,
This - > lockedRect . right - This - > lockedRect . left ,
1 ,
This - > glDescription . glFormat ,
This - > glDescription . glType ,
( char * ) pLockedRect - > pBits + ( pLockedRect - > Pitch * ( j - This - > lockedRect . top ) ) ) ;
2006-05-24 15:37:43 +00:00
}
2005-01-09 17:37:02 +00:00
}
2006-06-04 14:42:57 +00:00
vcheckGLcall ( " glReadPixels " ) ;
TRACE ( " Resetting buffer \n " ) ;
2006-06-15 10:54:19 +00:00
2006-06-04 14:42:57 +00:00
glReadBuffer ( prev_read ) ;
vcheckGLcall ( " glReadBuffer " ) ;
2005-01-09 17:37:02 +00:00
}
2006-06-04 14:42:57 +00:00
LEAVE_GL ( ) ;
2005-01-09 17:37:02 +00:00
}
2006-03-06 22:08:42 +00:00
} else if ( WINED3DUSAGE_DEPTHSTENCIL & This - > resource . usage ) { /* stencil surfaces */
2005-01-09 17:37:02 +00:00
2005-07-13 14:15:54 +00:00
if ( ! messages & 1 ) {
2005-07-07 20:35:05 +00:00
FIXME ( " TODO stencil depth surface locking surf%p usage(%lu) \n " , This , This - > resource . usage ) ;
/*
glReadPixels ( This - > lockedRect . left ,
2005-07-13 14:15:54 +00:00
This - > lockedRect . bottom - j - 1 ,
2005-07-07 20:35:05 +00:00
This - > lockedRect . right - This - > lockedRect . left ,
1 ,
GL_STENCIL_INDEX or GL_DEPTH_COMPONENT
2005-01-09 17:37:02 +00:00
2005-07-07 20:35:05 +00:00
)
*/
2005-07-13 14:15:54 +00:00
messages | = 1 ;
2005-07-07 20:35:05 +00:00
}
2005-01-09 17:37:02 +00:00
} else {
2005-03-29 19:01:00 +00:00
FIXME ( " unsupported locking to surface surf@%p usage(%lu) \n " , This , This - > resource . usage ) ;
2005-01-09 17:37:02 +00:00
}
2006-03-07 23:11:28 +00:00
if ( Flags & ( WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY ) ) {
2005-01-09 17:37:02 +00:00
/* Don't dirtify */
} else {
2005-03-14 10:12:52 +00:00
IWineD3DBaseTexture * pBaseTexture ;
2005-01-09 17:37:02 +00:00
/**
* Dirtify on lock
* as seen in msdn docs
*/
IWineD3DSurface_AddDirtyRect ( iface , & This - > lockedRect ) ;
2005-07-07 20:35:05 +00:00
/** Dirtify Container if needed */
2006-04-07 10:51:12 +00:00
if ( WINED3D_OK = = IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DBaseTexture , ( void * * ) & pBaseTexture ) & & pBaseTexture ! = NULL ) {
2005-03-14 10:12:52 +00:00
TRACE ( " Making container dirty \n " ) ;
2005-07-07 20:35:05 +00:00
IWineD3DBaseTexture_SetDirty ( pBaseTexture , TRUE ) ;
2005-03-14 10:12:52 +00:00
IWineD3DBaseTexture_Release ( pBaseTexture ) ;
2005-07-13 14:15:54 +00:00
} else {
2005-03-14 10:12:52 +00:00
TRACE ( " Surface is standalone, no need to dirty the container \n " ) ;
2005-01-09 17:37:02 +00:00
}
}
2006-05-06 14:15:37 +00:00
TRACE ( " returning memory@%p, pitch(%d) dirtyfied(%d) \n " , pLockedRect - > pBits , pLockedRect - > Pitch , This - > Flags & SFLAG_DIRTY ? 0 : 1 ) ;
2005-01-09 17:37:02 +00:00
2006-05-06 14:15:37 +00:00
This - > Flags | = SFLAG_LOCKED ;
2006-04-07 10:51:12 +00:00
return WINED3D_OK ;
2005-01-09 17:37:02 +00:00
}
2006-06-10 11:15:32 +00:00
static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect ( IWineD3DSurface * iface ) {
2005-01-09 17:37:02 +00:00
GLint skipBytes = 0 ;
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
2005-07-07 20:35:05 +00:00
IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
const char * buffername = " " ;
IWineD3DSwapChainImpl * swapchain = NULL ;
2006-06-15 10:54:19 +00:00
BOOL backbuf = FALSE ;
2005-01-09 17:37:02 +00:00
2006-05-06 14:15:37 +00:00
if ( ! ( This - > Flags & SFLAG_LOCKED ) ) {
2005-07-07 20:35:05 +00:00
WARN ( " trying to Unlock an unlocked surf@%p \n " , This ) ;
2006-04-07 10:51:12 +00:00
return WINED3DERR_INVALIDCALL ;
2005-01-09 17:37:02 +00:00
}
2006-03-06 22:08:42 +00:00
if ( WINED3DUSAGE_RENDERTARGET & This - > resource . usage ) {
2005-07-13 14:15:54 +00:00
IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) ;
2005-07-07 20:35:05 +00:00
2006-06-15 10:54:19 +00:00
if ( swapchain ) {
int i ;
for ( i = 0 ; i < swapchain - > presentParms . BackBufferCount ; i + + ) {
if ( iface = = swapchain - > backBuffer [ i ] ) {
backbuf = TRUE ;
break ;
}
}
}
if ( backbuf ) {
2005-07-13 14:15:54 +00:00
buffername = " backBuffer " ;
} else if ( ( swapchain ! = NULL ) & & iface = = swapchain - > frontBuffer ) {
buffername = " frontBuffer " ;
} else if ( iface = = myDevice - > depthStencilBuffer ) {
buffername = " depthStencilBuffer " ;
} else if ( iface = = myDevice - > renderTarget ) {
buffername = " renderTarget " ;
}
2005-01-09 17:37:02 +00:00
}
2005-07-07 20:35:05 +00:00
if ( swapchain ! = NULL ) {
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
}
2006-05-06 14:15:37 +00:00
TRACE ( " (%p %s) : dirtyfied(%d) \n " , This , buffername , This - > Flags & SFLAG_DIRTY ? 1 : 0 ) ;
2005-07-07 20:35:05 +00:00
2006-05-06 14:15:37 +00:00
if ( ! ( This - > Flags & SFLAG_DIRTY ) ) {
2005-01-09 17:37:02 +00:00
TRACE ( " (%p) : Not Dirtified so nothing to do, return now \n " , This ) ;
goto unlock_end ;
}
2005-03-29 19:01:00 +00:00
if ( 0 = = This - > resource . usage ) { /* classic surface */
2005-01-09 17:37:02 +00:00
/**
* nothing to do
* waiting to reload the surface via IDirect3DDevice8 : : UpdateTexture
*/
2006-03-06 22:08:42 +00:00
} else if ( WINED3DUSAGE_RENDERTARGET & This - > resource . usage ) { /* render surfaces */
2005-01-09 17:37:02 +00:00
2005-07-07 20:35:05 +00:00
/****************************
* TODO : Render targets are ' special ' and
* ? some ? locking needs to be passed onto the context manager
2005-11-10 11:39:07 +00:00
* so that it becomes possible to use auxiliary buffers , pbuffers
2005-07-07 20:35:05 +00:00
* render - to - texture , shared , cached contexts etc . . .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * */
IWineD3DSwapChainImpl * implSwapChain ;
IWineD3DDevice_GetSwapChain ( ( IWineD3DDevice * ) myDevice , 0 , ( IWineD3DSwapChain * * ) & implSwapChain ) ;
2006-06-15 10:54:19 +00:00
if ( backbuf | | iface = = implSwapChain - > frontBuffer | | iface = = myDevice - > renderTarget ) {
2005-01-09 17:37:02 +00:00
GLint prev_store ;
2006-05-26 10:17:21 +00:00
GLint prev_depth_test ;
2005-01-09 17:37:02 +00:00
GLint prev_rasterpos [ 4 ] ;
2006-05-06 16:08:33 +00:00
/* Some drivers(radeon dri, others?) don't like exceptions during
* glDrawPixels . If the surface is a DIB section , it might be in GDIMode
* after ReleaseDC . Reading it will cause an exception , which x11drv will
* catch to put the dib section in InSync mode , which leads to a crash
* and a blocked x server on my radeon card .
*
* The following lines read the dib section so it is put in inSync mode
* before glDrawPixels is called and the crash is prevented . There won ' t
* be any interfering gdi accesses , because UnlockRect is called from
* ReleaseDC , and the app won ' t use the dc any more afterwards .
*/
if ( This - > Flags & SFLAG_DIBSECTION ) {
volatile BYTE read ;
read = This - > resource . allocatedMemory [ 0 ] ;
}
2005-01-09 17:37:02 +00:00
ENTER_GL ( ) ;
glFlush ( ) ;
vcheckGLcall ( " glFlush " ) ;
glGetIntegerv ( GL_PACK_SWAP_BYTES , & prev_store ) ;
vcheckGLcall ( " glIntegerv " ) ;
glGetIntegerv ( GL_CURRENT_RASTER_POSITION , & prev_rasterpos [ 0 ] ) ;
vcheckGLcall ( " glIntegerv " ) ;
glPixelZoom ( 1.0 , - 1.0 ) ;
vcheckGLcall ( " glPixelZoom " ) ;
2006-05-26 10:17:21 +00:00
prev_depth_test = glIsEnabled ( GL_DEPTH_TEST ) ;
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/* glDrawPixels transforms the raster position as though it was a vertex -
2005-07-13 14:15:54 +00:00
we want to draw at screen position 0 , 0 - Set up ortho ( rhw ) mode as
2005-01-09 17:37:02 +00:00
per drawprim ( and leave set - it will sort itself out due to last_was_rhw */
2006-05-25 09:40:36 +00:00
d3ddevice_set_ortho ( This - > resource . wineD3DDevice ) ;
2005-01-09 17:37:02 +00:00
2006-06-04 14:42:57 +00:00
if ( iface = = implSwapChain - > frontBuffer ) {
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glDrawBuffer ( GL_FRONT ) ;
2006-06-04 14:42:57 +00:00
checkGLcall ( " glDrawBuffer GL_FRONT " ) ;
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} else if ( backbuf | | iface = = myDevice - > renderTarget ) {
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glDrawBuffer ( GL_BACK ) ;
checkGLcall ( " glDrawBuffer GL_BACK " ) ;
2005-01-09 17:37:02 +00:00
}
2005-07-07 20:35:05 +00:00
2005-01-09 17:37:02 +00:00
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv ( GL_UNPACK_ROW_LENGTH , & skipBytes ) ;
glPixelStorei ( GL_UNPACK_ROW_LENGTH , This - > currentDesc . Width ) ;
/* And back buffers are not blended */
glDisable ( GL_BLEND ) ;
2006-05-26 10:17:21 +00:00
glDisable ( GL_DEPTH_TEST ) ;
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glRasterPos3i ( This - > lockedRect . left , This - > lockedRect . top , 1 ) ;
vcheckGLcall ( " glRasterPos2f " ) ;
2006-06-15 10:54:19 +00:00
2005-03-29 19:01:00 +00:00
switch ( This - > resource . format ) {
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case WINED3DFMT_X4R4G4B4 :
{
int size ;
unsigned short * data ;
data = ( unsigned short * ) This - > resource . allocatedMemory ;
size = ( This - > lockedRect . bottom - This - > lockedRect . top ) * ( This - > lockedRect . right - This - > lockedRect . left ) ;
while ( size > 0 ) {
* data | = 0xF000 ;
data + + ;
size - - ;
}
}
case WINED3DFMT_A4R4G4B4 :
{
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
GL_RGBA , GL_UNSIGNED_SHORT_4_4_4_4_REV , This - > resource . allocatedMemory ) ;
vcheckGLcall ( " glDrawPixels " ) ;
}
break ;
2005-03-03 13:57:15 +00:00
case WINED3DFMT_R5G6B5 :
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{
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
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GL_RGB , GL_UNSIGNED_SHORT_5_6_5 , This - > resource . allocatedMemory ) ;
2005-01-09 17:37:02 +00:00
vcheckGLcall ( " glDrawPixels " ) ;
2005-09-29 10:31:43 +00:00
}
break ;
case WINED3DFMT_X1R5G5B5 :
{
int size ;
unsigned short * data ;
data = ( unsigned short * ) This - > resource . allocatedMemory ;
size = ( This - > lockedRect . bottom - This - > lockedRect . top ) * ( This - > lockedRect . right - This - > lockedRect . left ) ;
while ( size > 0 ) {
* data | = 0x8000 ;
data + + ;
size - - ;
}
}
case WINED3DFMT_A1R5G5B5 :
{
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
GL_RGBA , GL_UNSIGNED_SHORT_1_5_5_5_REV , This - > resource . allocatedMemory ) ;
vcheckGLcall ( " glDrawPixels " ) ;
2005-01-09 17:37:02 +00:00
}
break ;
2005-03-03 13:57:15 +00:00
case WINED3DFMT_R8G8B8 :
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{
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
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GL_BGR , GL_UNSIGNED_BYTE , This - > resource . allocatedMemory ) ;
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vcheckGLcall ( " glDrawPixels " ) ;
}
break ;
2005-08-03 21:17:08 +00:00
case WINED3DFMT_X8R8G8B8 : /* make sure the X byte is set to alpha on, since it
could be any random value this fixes the intro move in Pirates ! */
{
int size ;
unsigned int * data ;
data = ( unsigned int * ) This - > resource . allocatedMemory ;
size = ( This - > lockedRect . bottom - This - > lockedRect . top ) * ( This - > lockedRect . right - This - > lockedRect . left ) ;
while ( size > 0 ) {
* data | = 0xFF000000 ;
data + + ;
size - - ;
}
}
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case WINED3DFMT_A8R8G8B8 :
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{
glPixelStorei ( GL_PACK_SWAP_BYTES , TRUE ) ;
vcheckGLcall ( " glPixelStorei " ) ;
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
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GL_BGRA , GL_UNSIGNED_BYTE , This - > resource . allocatedMemory ) ;
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vcheckGLcall ( " glDrawPixels " ) ;
glPixelStorei ( GL_PACK_SWAP_BYTES , prev_store ) ;
vcheckGLcall ( " glPixelStorei " ) ;
}
break ;
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case WINED3DFMT_A2R10G10B10 :
{
glPixelStorei ( GL_PACK_SWAP_BYTES , TRUE ) ;
vcheckGLcall ( " glPixelStorei " ) ;
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left , ( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
GL_BGRA , GL_UNSIGNED_INT_2_10_10_10_REV , This - > resource . allocatedMemory ) ;
vcheckGLcall ( " glDrawPixels " ) ;
glPixelStorei ( GL_PACK_SWAP_BYTES , prev_store ) ;
vcheckGLcall ( " glPixelStorei " ) ;
}
break ;
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default :
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FIXME ( " Unsupported Format %u in locking func \n " , This - > resource . format ) ;
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}
glPixelZoom ( 1.0 , 1.0 ) ;
vcheckGLcall ( " glPixelZoom " ) ;
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if ( implSwapChain - > backBuffer & & implSwapChain - > backBuffer [ 0 ] ) {
glDrawBuffer ( GL_BACK ) ;
vcheckGLcall ( " glDrawBuffer " ) ;
}
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glRasterPos3iv ( & prev_rasterpos [ 0 ] ) ;
vcheckGLcall ( " glRasterPos3iv " ) ;
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if ( prev_depth_test ) glEnable ( GL_DEPTH_TEST ) ;
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/* Reset to previous pack row length / blending state */
glPixelStorei ( GL_UNPACK_ROW_LENGTH , skipBytes ) ;
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if ( myDevice - > stateBlock - > renderState [ D3DRS_ALPHABLENDENABLE ] ) glEnable ( GL_BLEND ) ;
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LEAVE_GL ( ) ;
/** restore clean dirty state */
IWineD3DSurface_CleanDirtyRect ( iface ) ;
} else {
2006-04-10 00:45:58 +00:00
FIXME ( " unsupported unlocking to Rendering surface surf@%p usage(%s) \n " , This , debug_d3dusage ( This - > resource . usage ) ) ;
2005-01-09 17:37:02 +00:00
}
2005-07-07 20:35:05 +00:00
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) implSwapChain ) ;
2005-01-09 17:37:02 +00:00
2006-03-06 22:08:42 +00:00
} else if ( WINED3DUSAGE_DEPTHSTENCIL & This - > resource . usage ) { /* stencil surfaces */
2005-01-09 17:37:02 +00:00
2005-07-07 20:35:05 +00:00
if ( iface = = myDevice - > depthStencilBuffer ) {
2005-03-29 19:01:00 +00:00
FIXME ( " TODO stencil depth surface unlocking surf@%p usage(%lu) \n " , This , This - > resource . usage ) ;
2005-01-09 17:37:02 +00:00
} else {
2005-03-29 19:01:00 +00:00
FIXME ( " unsupported unlocking to StencilDepth surface surf@%p usage(%lu) \n " , This , This - > resource . usage ) ;
2005-01-09 17:37:02 +00:00
}
} else {
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FIXME ( " unsupported unlocking to surface surf@%p usage(%s) \n " , This , debug_d3dusage ( This - > resource . usage ) ) ;
2005-01-09 17:37:02 +00:00
}
unlock_end :
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This - > Flags & = ~ SFLAG_LOCKED ;
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memset ( & This - > lockedRect , 0 , sizeof ( RECT ) ) ;
2006-04-07 10:51:12 +00:00
return WINED3D_OK ;
2005-01-09 17:37:02 +00:00
}
HRESULT WINAPI IWineD3DSurfaceImpl_GetDC ( IWineD3DSurface * iface , HDC * pHDC ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
2006-05-06 16:08:33 +00:00
WINED3DLOCKED_RECT lock ;
UINT usage ;
BITMAPINFO * b_info ;
HDC ddc ;
DWORD * masks ;
HRESULT hr ;
2006-05-09 19:04:07 +00:00
RGBQUAD col [ 256 ] ;
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const PixelFormatDesc * formatEntry = getFormatDescEntry ( This - > resource . format ) ;
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TRACE ( " (%p)->(%p) \n " , This , pHDC ) ;
/* Give more detailed info for ddraw */
if ( This - > Flags & SFLAG_DCINUSE )
return DDERR_DCALREADYCREATED ;
/* Can't GetDC if the surface is locked */
if ( This - > Flags & SFLAG_LOCKED )
return WINED3DERR_INVALIDCALL ;
memset ( & lock , 0 , sizeof ( lock ) ) ; /* To be sure */
/* Create a DIB section if there isn't a hdc yet */
2006-05-09 19:04:07 +00:00
if ( ! This - > hDC ) {
if ( This - > Flags & SFLAG_ACTIVELOCK ) {
2006-05-06 16:08:33 +00:00
ERR ( " Creating a DIB section while a lock is active. Uncertain consequences \n " ) ;
}
2006-05-09 19:04:07 +00:00
switch ( This - > bytesPerPixel ) {
2006-05-06 16:08:33 +00:00
case 2 :
case 4 :
/* Allocate extra space to store the RGB bit masks. */
b_info = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , sizeof ( BITMAPINFOHEADER ) + 3 * sizeof ( DWORD ) ) ;
break ;
case 3 :
b_info = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , sizeof ( BITMAPINFOHEADER ) ) ;
break ;
default :
/* Allocate extra space for a palette. */
b_info = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY ,
sizeof ( BITMAPINFOHEADER )
+ sizeof ( RGBQUAD )
* ( 1 < < ( This - > bytesPerPixel * 8 ) ) ) ;
break ;
}
b_info - > bmiHeader . biSize = sizeof ( BITMAPINFOHEADER ) ;
2006-05-14 14:28:14 +00:00
if ( ( NP2_REPACK = = wined3d_settings . nonpower2_mode | | This - > resource . usage & WINED3DUSAGE_RENDERTARGET ) ) {
b_info - > bmiHeader . biWidth = This - > currentDesc . Width ;
b_info - > bmiHeader . biHeight = - This - > currentDesc . Height ;
2006-07-13 16:35:45 +00:00
b_info - > bmiHeader . biSizeImage = This - > currentDesc . Width * This - > currentDesc . Height * This - > bytesPerPixel ;
2006-05-14 14:28:14 +00:00
/* Use the full pow2 image size(assigned below) because LockRect
* will need it for a full glGetTexImage call
*/
} else {
b_info - > bmiHeader . biWidth = This - > pow2Width ;
b_info - > bmiHeader . biHeight = - This - > pow2Height ;
2006-07-13 16:35:45 +00:00
b_info - > bmiHeader . biSizeImage = This - > resource . size ;
2006-05-14 14:28:14 +00:00
}
2006-05-06 16:08:33 +00:00
b_info - > bmiHeader . biPlanes = 1 ;
b_info - > bmiHeader . biBitCount = This - > bytesPerPixel * 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 ) ;
2006-05-09 19:04:07 +00:00
switch ( This - > resource . format ) {
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case WINED3DFMT_R8G8B8 :
usage = DIB_RGB_COLORS ;
b_info - > bmiHeader . biCompression = BI_RGB ;
break ;
case WINED3DFMT_X1R5G5B5 :
case WINED3DFMT_A1R5G5B5 :
case WINED3DFMT_A4R4G4B4 :
case WINED3DFMT_X4R4G4B4 :
case WINED3DFMT_R3G3B2 :
case WINED3DFMT_A8R3G3B2 :
case WINED3DFMT_A2B10G10R10 :
case WINED3DFMT_A8B8G8R8 :
case WINED3DFMT_X8B8G8R8 :
case WINED3DFMT_A2R10G10B10 :
case WINED3DFMT_R5G6B5 :
case WINED3DFMT_A16B16G16R16 :
usage = 0 ;
b_info - > bmiHeader . biCompression = BI_BITFIELDS ;
2006-06-21 08:36:14 +00:00
masks [ 0 ] = formatEntry - > redMask ;
masks [ 1 ] = formatEntry - > greenMask ;
masks [ 2 ] = formatEntry - > blueMask ;
2006-05-06 16:08:33 +00:00
break ;
default :
/* Don't know palette */
b_info - > bmiHeader . biCompression = BI_RGB ;
usage = 0 ;
break ;
}
ddc = CreateDCA ( " DISPLAY " , NULL , NULL , NULL ) ;
2006-05-09 19:04:07 +00:00
if ( ddc = = 0 ) {
2006-05-06 16:08:33 +00:00
HeapFree ( GetProcessHeap ( ) , 0 , b_info ) ;
return HRESULT_FROM_WIN32 ( GetLastError ( ) ) ;
}
TRACE ( " Creating a DIB section with size %ldx%ldx%d, size=%ld \n " , b_info - > bmiHeader . biWidth , b_info - > bmiHeader . biHeight , b_info - > bmiHeader . biBitCount , b_info - > bmiHeader . biSizeImage ) ;
This - > dib . DIBsection = CreateDIBSection ( ddc , b_info , usage , & This - > dib . bitmap_data , 0 /* Handle */ , 0 /* Offset */ ) ;
DeleteDC ( ddc ) ;
2006-05-09 19:04:07 +00:00
if ( ! This - > dib . DIBsection ) {
2006-05-06 16:08:33 +00:00
ERR ( " CreateDIBSection failed! \n " ) ;
return HRESULT_FROM_WIN32 ( GetLastError ( ) ) ;
}
HeapFree ( GetProcessHeap ( ) , 0 , b_info ) ;
TRACE ( " DIBSection at : %p \n " , This - > dib . bitmap_data ) ;
/* copy the existing surface to the dib section */
2006-05-09 19:04:07 +00:00
if ( This - > resource . allocatedMemory ) {
2006-07-13 16:35:45 +00:00
memcpy ( This - > dib . bitmap_data , This - > resource . allocatedMemory , b_info - > bmiHeader . biSizeImage ) ;
2006-05-06 16:08:33 +00:00
/* We won't need that any more */
HeapFree ( GetProcessHeap ( ) , 0 , This - > resource . allocatedMemory ) ;
2006-05-22 22:48:54 +00:00
} else {
/* This is to make LockRect read the gl Texture although memory is allocated */
This - > Flags | = SFLAG_GLDIRTY ;
2006-05-06 16:08:33 +00:00
}
/* Use the dib section from now on */
This - > resource . allocatedMemory = This - > dib . bitmap_data ;
/* Now allocate a HDC */
This - > hDC = CreateCompatibleDC ( 0 ) ;
This - > dib . holdbitmap = SelectObject ( This - > hDC , This - > dib . DIBsection ) ;
TRACE ( " using wined3d palette %p \n " , This - > palette ) ;
SelectPalette ( This - > hDC ,
This - > palette ? This - > palette - > hpal : 0 ,
FALSE ) ;
This - > Flags | = SFLAG_DIBSECTION ;
}
/* Lock the surface */
hr = IWineD3DSurface_LockRect ( iface ,
& lock ,
NULL ,
0 ) ;
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if ( FAILED ( hr ) ) {
2006-05-06 16:08:33 +00:00
ERR ( " IWineD3DSurface_LockRect failed with hr = %08lx \n " , hr ) ;
/* keep the dib section */
return hr ;
}
2006-05-09 19:04:07 +00:00
if ( This - > resource . format = = WINED3DFMT_P8 | |
This - > resource . format = = WINED3DFMT_A8P8 ) {
unsigned int n ;
if ( This - > palette ) {
PALETTEENTRY ent [ 256 ] ;
GetPaletteEntries ( This - > palette - > hpal , 0 , 256 , ent ) ;
for ( n = 0 ; n < 256 ; n + + ) {
col [ n ] . rgbRed = ent [ n ] . peRed ;
col [ n ] . rgbGreen = ent [ n ] . peGreen ;
col [ n ] . rgbBlue = ent [ n ] . peBlue ;
col [ n ] . rgbReserved = 0 ;
}
} else {
IWineD3DDeviceImpl * device = This - > resource . wineD3DDevice ;
for ( n = 0 ; n < 256 ; n + + ) {
col [ n ] . rgbRed = device - > palettes [ device - > currentPalette ] [ n ] . peRed ;
col [ n ] . rgbGreen = device - > palettes [ device - > currentPalette ] [ n ] . peGreen ;
col [ n ] . rgbBlue = device - > palettes [ device - > currentPalette ] [ n ] . peBlue ;
col [ n ] . rgbReserved = 0 ;
}
}
SetDIBColorTable ( This - > hDC , 0 , 256 , col ) ;
}
2006-05-06 16:08:33 +00:00
* pHDC = This - > hDC ;
TRACE ( " returning %p \n " , * pHDC ) ;
This - > Flags | = SFLAG_DCINUSE ;
return WINED3D_OK ;
2005-01-09 17:37:02 +00:00
}
HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC ( IWineD3DSurface * iface , HDC hDC ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
2006-05-06 16:08:33 +00:00
TRACE ( " (%p)->(%p) \n " , This , hDC ) ;
if ( ! ( This - > Flags & SFLAG_DCINUSE ) )
return D3DERR_INVALIDCALL ;
/* we locked first, so unlock now */
IWineD3DSurface_UnlockRect ( iface ) ;
This - > Flags & = ~ SFLAG_DCINUSE ;
return WINED3D_OK ;
2005-01-09 17:37:02 +00:00
}
/* ******************************************************
IWineD3DSurface Internal ( No mapping to directx api ) parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
2006-05-22 21:49:09 +00:00
typedef enum {
NO_CONVERSION ,
CONVERT_PALETTED ,
CONVERT_PALETTED_CK ,
CONVERT_CK_565 ,
CONVERT_CK_5551 ,
CONVERT_CK_4444 ,
CONVERT_CK_4444_ARGB ,
CONVERT_CK_1555 ,
CONVERT_555 ,
CONVERT_CK_RGB24 ,
CONVERT_CK_8888 ,
CONVERT_CK_8888_ARGB ,
CONVERT_RGB32_888
} CONVERT_TYPES ;
HRESULT d3dfmt_get_conv ( IWineD3DSurfaceImpl * This , BOOL need_alpha_ck , GLenum * format , GLenum * internal , GLenum * type , CONVERT_TYPES * convert , int * target_bpp ) {
BOOL colorkey_active = need_alpha_ck & & ( This - > CKeyFlags & DDSD_CKSRCBLT ) ;
2006-06-21 08:36:14 +00:00
const PixelFormatDesc * formatEntry = getFormatDescEntry ( This - > resource . format ) ;
2006-05-22 21:49:09 +00:00
/* Default values: From the surface */
2006-06-21 08:36:14 +00:00
* format = formatEntry - > glFormat ;
* internal = formatEntry - > glInternal ;
* type = formatEntry - > glType ;
2006-05-22 21:49:09 +00:00
* convert = NO_CONVERSION ;
* target_bpp = This - > bytesPerPixel ;
/* Ok, now look if we have to do any conversion */
switch ( This - > resource . format ) {
case WINED3DFMT_P8 :
/* ****************
Paletted Texture
* * * * * * * * * * * * * * * * */
if ( ! GL_SUPPORT ( EXT_PALETTED_TEXTURE ) | | colorkey_active ) {
* format = GL_RGBA ;
* internal = GL_RGBA ;
* type = GL_UNSIGNED_BYTE ;
* target_bpp = 4 ;
if ( colorkey_active ) {
* convert = CONVERT_PALETTED ;
} else {
* convert = CONVERT_PALETTED_CK ;
}
}
break ;
case WINED3DFMT_R3G3B2 :
/* **********************
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_R5G6B5 :
if ( colorkey_active ) {
* convert = CONVERT_CK_565 ;
* format = GL_RGBA ;
* internal = GL_RGBA ;
* type = GL_UNSIGNED_SHORT_5_5_5_1 ;
}
break ;
case WINED3DFMT_R8G8B8 :
if ( colorkey_active ) {
* convert = CONVERT_CK_RGB24 ;
* format = GL_RGBA ;
* internal = GL_RGBA ;
* type = GL_UNSIGNED_INT_8_8_8_8 ;
* target_bpp = 4 ;
}
break ;
case WINED3DFMT_X8R8G8B8 :
if ( colorkey_active ) {
* convert = CONVERT_RGB32_888 ;
* format = GL_RGBA ;
* internal = GL_RGBA ;
* type = GL_UNSIGNED_INT_8_8_8_8 ;
}
break ;
#if 0
/* Not sure if we should do color keying on Alpha-Enabled surfaces */
case WINED3DFMT_A4R4G4B4 :
if ( colorkey_active )
{
* convert = CONVERT_CK_4444_ARGB ;
* format = GL_RGBA ;
* internal = GL_RGBA ;
* type = GL_UNSIGNED_SHORT_4_4_4_4 ;
}
break ;
case WINED3DFMT_A1R5G5B5 :
if ( colorkey_active )
{
* convert = CONVERT_CK_1555 ;
}
case WINED3DFMT_A8R8G8B8 :
if ( colorkey_active )
{
* convert = CONVERT_CK_8888_ARGB ;
* format = GL_RGBA ;
* internal = GL_RGBA ;
* type = GL_UNSIGNED_INT_8_8_8_8 ;
}
break ;
# endif
default :
break ;
}
return WINED3D_OK ;
}
HRESULT d3dfmt_convert_surface ( BYTE * src , BYTE * dst , unsigned long len , CONVERT_TYPES convert , IWineD3DSurfaceImpl * surf ) {
TRACE ( " (%p)->(%p),(%ld,%d,%p) \n " , src , dst , len , convert , surf ) ;
switch ( convert ) {
case NO_CONVERSION :
{
memcpy ( dst , src , len * surf - > bytesPerPixel ) ;
break ;
}
case CONVERT_PALETTED :
case CONVERT_PALETTED_CK :
{
IWineD3DPaletteImpl * pal = surf - > palette ;
BYTE table [ 256 ] [ 4 ] ;
unsigned int i ;
unsigned int x ;
if ( pal = = NULL ) {
/* TODO: If we are a sublevel, try to get the palette from level 0 */
}
if ( pal = = NULL ) {
/* Still no palette? Use the device's palette */
/* Get the surface's palette */
for ( i = 0 ; i < 256 ; i + + ) {
IWineD3DDeviceImpl * device = surf - > resource . wineD3DDevice ;
table [ i ] [ 0 ] = device - > palettes [ device - > currentPalette ] [ i ] . peRed ;
table [ i ] [ 1 ] = device - > palettes [ device - > currentPalette ] [ i ] . peGreen ;
table [ i ] [ 2 ] = device - > palettes [ device - > currentPalette ] [ i ] . peBlue ;
if ( ( convert = = CONVERT_PALETTED_CK ) & &
( i > = surf - > SrcBltCKey . dwColorSpaceLowValue ) & &
( i < = surf - > SrcBltCKey . dwColorSpaceHighValue ) ) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
one often used by application to prevent the nice purple borders when bi - linear
filtering is on */
table [ i ] [ 3 ] = 0x00 ;
} else {
table [ i ] [ 3 ] = 0xFF ;
}
}
} 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 ;
if ( ( convert = = CONVERT_PALETTED_CK ) & &
( i > = surf - > SrcBltCKey . dwColorSpaceLowValue ) & &
( i < = surf - > SrcBltCKey . dwColorSpaceHighValue ) ) {
/* We should maybe here put a more 'neutral' color than the standard bright purple
one often used by application to prevent the nice purple borders when bi - linear
filtering is on */
table [ i ] [ 3 ] = 0x00 ;
} else {
table [ i ] [ 3 ] = 0xFF ;
}
}
}
for ( x = 0 ; x < len ; x + + ) {
BYTE color = * src + + ;
* dst + + = table [ color ] [ 0 ] ;
* dst + + = table [ color ] [ 1 ] ;
* dst + + = table [ color ] [ 2 ] ;
* dst + + = 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 : when using color - keying + alpha , are the alpha bits part of the
color - space or not ?
*/
unsigned int x ;
WORD * Source = ( WORD * ) src ;
WORD * Dest = ( WORD * ) dst ;
TRACE ( " Color keyed 565 \n " ) ;
for ( x = 0 ; x < len ; x + + ) {
WORD color = * Source + + ;
* Dest = ( ( color & 0xFFC0 ) | ( ( color & 0x1F ) < < 1 ) ) ;
if ( ( color < surf - > SrcBltCKey . dwColorSpaceLowValue ) | |
( color > surf - > SrcBltCKey . dwColorSpaceHighValue ) ) {
* Dest | = 0x0001 ;
}
Dest + + ;
}
}
break ;
case CONVERT_CK_1555 :
{
unsigned int x ;
WORD * Source = ( WORD * ) src ;
WORD * Dest = ( WORD * ) dst ;
for ( x = 0 ; x < len * sizeof ( WORD ) ; x + = sizeof ( WORD ) ) {
WORD color = * Source + + ;
* Dest = ( color & 0x7FFF ) ;
if ( ( color < surf - > SrcBltCKey . dwColorSpaceLowValue ) | |
( color > surf - > SrcBltCKey . dwColorSpaceHighValue ) )
* Dest | = ( color & 0x8000 ) ;
Dest + + ;
}
}
break ;
case CONVERT_CK_4444_ARGB :
{
/* Move the four Alpha bits... */
unsigned int x ;
WORD * Source = ( WORD * ) src ;
WORD * Dest = ( WORD * ) dst ;
for ( x = 0 ; x < len ; x + + ) {
WORD color = * Source + + ;
* dst = ( color & 0x0FFF ) < < 4 ;
if ( ( color < surf - > SrcBltCKey . dwColorSpaceLowValue ) | |
( color > surf - > SrcBltCKey . dwColorSpaceHighValue ) )
* Dest | = ( color & 0xF000 ) > > 12 ;
Dest + + ;
}
} break ;
default :
ERR ( " Unsupported conversation type %d \n " , convert ) ;
}
return WINED3D_OK ;
}
2006-06-10 11:15:32 +00:00
static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture ( IWineD3DSurface * iface ) {
2005-01-09 17:37:02 +00:00
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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if ( This - > Flags & SFLAG_INTEXTURE ) {
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TRACE ( " Surface already in texture \n " ) ;
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return WINED3D_OK ;
2005-07-11 14:25:54 +00:00
}
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if ( ! ( This - > Flags & SFLAG_DIRTY ) ) {
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TRACE ( " surface isn't dirty \n " ) ;
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return WINED3D_OK ;
2005-07-11 14:25:54 +00:00
}
2006-05-06 14:15:37 +00:00
This - > Flags & = ~ SFLAG_DIRTY ;
2005-07-11 14:25:54 +00:00
2006-02-06 19:57:42 +00:00
/* Resources are placed in system RAM and do not need to be recreated when a device is lost.
* These resources are not bound by device size or format restrictions . Because of this ,
* these resources cannot be accessed by the Direct3D device nor set as textures or render targets .
* However , these resources can always be created , locked , and copied .
*/
2006-05-18 20:59:33 +00:00
if ( This - > resource . pool = = WINED3DPOOL_SCRATCH )
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{
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FIXME ( " (%p) Operation not supported for scratch textures \n " , This ) ;
2006-04-07 10:51:12 +00:00
return WINED3DERR_INVALIDCALL ;
2005-07-11 14:25:54 +00:00
}
2005-01-09 17:37:02 +00:00
2006-05-06 14:15:37 +00:00
if ( This - > Flags & SFLAG_INPBUFFER ) {
2005-01-09 17:37:02 +00:00
ENTER_GL ( ) ;
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if ( This - > glDescription . level ! = 0 )
2005-01-09 17:37:02 +00:00
FIXME ( " Surface in texture is only supported for level 0 \n " ) ;
2005-03-29 19:01:00 +00:00
else if ( This - > resource . format = = WINED3DFMT_P8 | | This - > resource . format = = WINED3DFMT_A8P8 | |
2005-08-29 12:20:02 +00:00
This - > resource . format = = WINED3DFMT_DXT1 | | This - > resource . format = = WINED3DFMT_DXT2 | |
This - > resource . format = = WINED3DFMT_DXT3 | | This - > resource . format = = WINED3DFMT_DXT4 | |
2005-03-29 19:01:00 +00:00
This - > resource . format = = WINED3DFMT_DXT5 )
FIXME ( " Format %d not supported \n " , This - > resource . format ) ;
2005-01-09 17:37:02 +00:00
else {
2005-07-28 18:33:26 +00:00
GLint prevRead ;
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glGetIntegerv ( GL_READ_BUFFER , & prevRead ) ;
vcheckGLcall ( " glGetIntegerv " ) ;
glReadBuffer ( GL_BACK ) ;
vcheckGLcall ( " glReadBuffer " ) ;
glCopyTexImage2D ( This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormatInternal ,
2005-01-09 17:37:02 +00:00
0 ,
0 ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ) ;
2005-07-11 20:38:27 +00:00
checkGLcall ( " glCopyTexImage2D " ) ;
glReadBuffer ( prevRead ) ;
vcheckGLcall ( " glReadBuffer " ) ;
TRACE ( " Updating target %d \n " , This - > glDescription . target ) ;
2006-05-06 14:15:37 +00:00
This - > Flags | = SFLAG_INTEXTURE ;
2005-01-09 17:37:02 +00:00
}
LEAVE_GL ( ) ;
2006-04-07 10:51:12 +00:00
return WINED3D_OK ;
2005-01-09 17:37:02 +00:00
}
2005-07-11 20:38:27 +00:00
/* TODO: Compressed non-power 2 support */
2005-08-29 12:20:02 +00:00
2005-03-29 19:01:00 +00:00
if ( This - > resource . format = = WINED3DFMT_DXT1 | |
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This - > resource . format = = WINED3DFMT_DXT2 | |
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This - > resource . format = = WINED3DFMT_DXT3 | |
2005-08-29 12:20:02 +00:00
This - > resource . format = = WINED3DFMT_DXT4 | |
2005-03-29 19:01:00 +00:00
This - > resource . format = = WINED3DFMT_DXT5 ) {
2006-03-06 18:27:53 +00:00
if ( ! GL_SUPPORT ( EXT_TEXTURE_COMPRESSION_S3TC ) ) {
FIXME ( " Using DXT1/3/5 without advertized support \n " ) ;
} else if ( This - > resource . allocatedMemory ) {
2005-01-09 17:37:02 +00:00
TRACE ( " Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p \n " ,
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This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormatInternal ,
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This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
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This - > resource . size ,
This - > resource . allocatedMemory ) ;
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ENTER_GL ( ) ;
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GL_EXTCALL ( glCompressedTexImage2DARB ) ( This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormatInternal ,
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This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ,
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This - > resource . size ,
This - > resource . allocatedMemory ) ;
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checkGLcall ( " glCommpressedTexImage2D " ) ;
2005-01-09 17:37:02 +00:00
LEAVE_GL ( ) ;
2005-07-13 11:34:55 +00:00
2006-05-06 14:15:37 +00:00
if ( ! ( This - > Flags & SFLAG_DONOTFREE ) ) {
2005-07-13 11:34:55 +00:00
HeapFree ( GetProcessHeap ( ) , 0 , This - > resource . allocatedMemory ) ;
This - > resource . allocatedMemory = NULL ;
}
2005-01-09 17:37:02 +00:00
}
} else {
2006-05-22 21:49:09 +00:00
GLenum format , internal , type ;
CONVERT_TYPES convert ;
int bpp ;
BYTE * mem ;
d3dfmt_get_conv ( This , TRUE /* We need color keying */ , & format , & internal , & type , & convert , & bpp ) ;
if ( ( convert ! = NO_CONVERSION ) & &
This - > resource . allocatedMemory ) {
int width = This - > glRect . right - This - > glRect . left ;
int height = This - > glRect . bottom - This - > glRect . top ;
int row ;
mem = HeapAlloc ( GetProcessHeap ( ) , 0 , width * height * bpp ) ;
if ( ! mem ) {
ERR ( " Out of memory %d, %d! \n " , width , height ) ;
return WINED3DERR_OUTOFVIDEOMEMORY ;
}
for ( row = This - > glRect . top ; row < This - > glRect . bottom ; row + + ) {
BYTE * cur = This - > resource . allocatedMemory + row * This - > pow2Width * This - > bytesPerPixel ;
d3dfmt_convert_surface ( cur + This - > glRect . left * This - > bytesPerPixel ,
mem + row * width * bpp ,
width ,
convert ,
This ) ;
}
This - > Flags | = SFLAG_CONVERTED ;
} else {
This - > Flags & = ~ SFLAG_CONVERTED ;
mem = This - > resource . allocatedMemory ;
}
2005-01-09 17:37:02 +00:00
2005-07-22 09:06:03 +00:00
/* TODO: possibly use texture rectangle (though we are probably more compatible without it) */
2006-05-22 21:49:09 +00:00
if ( NP2_REPACK = = wined3d_settings . nonpower2_mode & & ( This - > Flags & SFLAG_NONPOW2 ) & & ! ( This - > Flags & SFLAG_OVERSIZE ) ) {
2005-09-23 11:08:03 +00:00
2005-01-09 17:37:02 +00:00
2005-07-11 14:25:54 +00:00
TRACE ( " non power of two support \n " ) ;
ENTER_GL ( ) ;
TRACE ( " (%p) Calling 2 glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p \n " , This ,
2005-07-11 20:38:27 +00:00
This - > glDescription . target ,
This - > glDescription . level ,
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debug_d3dformat ( This - > resource . format ) ,
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This - > glDescription . glFormatInternal ,
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This - > pow2Width ,
This - > pow2Height ,
0 ,
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This - > glDescription . glFormat ,
This - > glDescription . glType ,
2005-07-11 14:25:54 +00:00
NULL ) ;
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glTexImage2D ( This - > glDescription . target ,
This - > glDescription . level ,
This - > glDescription . glFormatInternal ,
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This - > pow2Width ,
This - > pow2Height ,
0 /*border*/ ,
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This - > glDescription . glFormat ,
This - > glDescription . glType ,
2005-07-11 14:25:54 +00:00
NULL ) ;
checkGLcall ( " glTexImage2D " ) ;
if ( This - > resource . allocatedMemory ! = NULL ) {
TRACE ( " (%p) Calling glTexSubImage2D w(%d) h(%d) mem(%p) \n " , This , This - > currentDesc . Width , This - > currentDesc . Height , This - > resource . allocatedMemory ) ;
/* And map the non-power two data into the top left corner */
glTexSubImage2D (
2005-07-11 20:38:27 +00:00
This - > glDescription . target ,
This - > glDescription . level ,
2005-07-11 14:25:54 +00:00
0 /* xoffset */ ,
0 /* ysoffset */ ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
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This - > glDescription . glFormat ,
This - > glDescription . glType ,
2005-07-11 14:25:54 +00:00
This - > resource . allocatedMemory
) ;
checkGLcall ( " glTexSubImage2D " ) ;
}
LEAVE_GL ( ) ;
2005-01-09 17:37:02 +00:00
2005-07-11 14:25:54 +00:00
} else {
2005-01-09 17:37:02 +00:00
2006-05-22 21:49:09 +00:00
TRACE ( " Calling 2 glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%ld, h=%ld,0=%d, glFmt=%x, glType=%x, Mem=%p \n " ,
2005-07-11 20:38:27 +00:00
This - > glDescription . target ,
This - > glDescription . level ,
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debug_d3dformat ( This - > resource . format ) ,
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This - > glDescription . glFormatInternal ,
2006-05-22 21:49:09 +00:00
This - > glRect . right - This - > glRect . left ,
This - > glRect . bottom - This - > glRect . top ,
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0 ,
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This - > glDescription . glFormat ,
This - > glDescription . glType ,
2006-05-22 21:49:09 +00:00
mem ) ;
2005-07-11 14:25:54 +00:00
ENTER_GL ( ) ;
2006-05-22 21:49:09 +00:00
/* OK, create the texture */
2005-07-11 20:38:27 +00:00
glTexImage2D ( This - > glDescription . target ,
This - > glDescription . level ,
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internal ,
This - > glRect . right - This - > glRect . left ,
This - > glRect . bottom - This - > glRect . top ,
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0 /* border */ ,
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format ,
type ,
mem ) ;
2005-07-11 14:25:54 +00:00
checkGLcall ( " glTexImage2D " ) ;
2006-05-22 21:49:09 +00:00
2005-07-11 14:25:54 +00:00
LEAVE_GL ( ) ;
}
2006-05-22 21:49:09 +00:00
if ( mem ! = This - > resource . allocatedMemory )
HeapFree ( GetProcessHeap ( ) , 0 , mem ) ;
2005-01-09 17:37:02 +00:00
#if 0
{
static unsigned int gen = 0 ;
char buffer [ 4096 ] ;
+ + gen ;
if ( ( gen % 10 ) = = 0 ) {
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snprintf ( buffer , sizeof ( buffer ) , " /tmp/surface%p_type%u_level%u_%u.ppm " , This , This - > glDescription . target , This - > glDescription . level , gen ) ;
2005-07-26 18:56:18 +00:00
IWineD3DSurfaceImpl_SaveSnapshot ( iface , buffer ) ;
2005-01-09 17:37:02 +00:00
}
/*
* debugging crash code
if ( gen = = 250 ) {
void * * test = NULL ;
* test = 0 ;
}
*/
}
# endif
2006-05-06 14:15:37 +00:00
if ( ! ( This - > Flags & SFLAG_DONOTFREE ) ) {
2005-07-13 11:34:55 +00:00
HeapFree ( GetProcessHeap ( ) , 0 , This - > resource . allocatedMemory ) ;
This - > resource . allocatedMemory = NULL ;
}
2005-01-09 17:37:02 +00:00
}
2006-04-07 10:51:12 +00:00
return WINED3D_OK ;
2005-01-09 17:37:02 +00:00
}
# include <errno.h>
# include <stdio.h>
HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot ( IWineD3DSurface * iface , const char * filename ) {
FILE * f = NULL ;
2005-09-27 10:49:59 +00:00
UINT i , y ;
2005-01-09 17:37:02 +00:00
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
2005-09-27 10:49:59 +00:00
char * allocatedMemory ;
char * textureRow ;
IWineD3DSwapChain * swapChain = NULL ;
int width , height ;
GLuint tmpTexture ;
DWORD color ;
/*FIXME:
Textures my not be stored in - > allocatedgMemory and a GlTexture
2005-11-10 11:39:07 +00:00
so we should lock the surface before saving a snapshot , or at least check that
2005-09-27 10:49:59 +00:00
*/
/* TODO: Compressed texture images can be obtained from the GL in uncompressed form
by calling GetTexImage and in compressed form by calling
GetCompressedTexImageARB . Queried compressed images can be saved and
later reused by calling CompressedTexImage [ 123 ] DARB . Pre - compressed
texture images do not need to be processed by the GL and should
significantly improve texture loading performance relative to uncompressed
images . */
/* Setup the width and height to be the internal texture width and height. */
width = This - > pow2Width ;
height = This - > pow2Height ;
/* check to see if were a 'virtual' texture e.g. were not a pbuffer of texture were a back buffer*/
IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DSwapChain , ( void * * ) & swapChain ) ;
2006-05-06 14:15:37 +00:00
if ( swapChain | | ( This - > Flags & SFLAG_INPBUFFER ) ) { /* if were not a real texture then read the back buffer into a real texture*/
2005-11-10 11:39:07 +00:00
/* we don't want to interfere with the back buffer so read the data into a temporary texture and then save the data out of the temporary texture */
2005-09-27 10:49:59 +00:00
GLint prevRead ;
ENTER_GL ( ) ;
FIXME ( " (%p) This surface needs to be locked before a snapshot can be taken \n " , This ) ;
glEnable ( GL_TEXTURE_2D ) ;
glGenTextures ( 1 , & tmpTexture ) ;
glBindTexture ( GL_TEXTURE_2D , tmpTexture ) ;
glTexImage2D ( GL_TEXTURE_2D ,
0 ,
GL_RGBA ,
width ,
height ,
0 /*border*/ ,
GL_RGBA ,
GL_UNSIGNED_INT_8_8_8_8_REV ,
NULL ) ;
glGetIntegerv ( GL_READ_BUFFER , & prevRead ) ;
vcheckGLcall ( " glGetIntegerv " ) ;
glReadBuffer ( GL_BACK ) ;
vcheckGLcall ( " glReadBuffer " ) ;
glCopyTexImage2D ( GL_TEXTURE_2D ,
0 ,
GL_RGBA ,
0 ,
0 ,
width ,
height ,
0 ) ;
checkGLcall ( " glCopyTexImage2D " ) ;
glReadBuffer ( prevRead ) ;
LEAVE_GL ( ) ;
} else { /* bind the real texture */
IWineD3DSurface_PreLoad ( iface ) ;
}
allocatedMemory = HeapAlloc ( GetProcessHeap ( ) , 0 , width * height * 4 ) ;
ENTER_GL ( ) ;
FIXME ( " Saving texture level %d width %d height %d \n " , This - > glDescription . level , width , height ) ;
glGetTexImage ( GL_TEXTURE_2D ,
This - > glDescription . level ,
GL_RGBA ,
GL_UNSIGNED_INT_8_8_8_8_REV ,
allocatedMemory ) ;
checkGLcall ( " glTexImage2D " ) ;
if ( tmpTexture ) {
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glDeleteTextures ( 1 , & tmpTexture ) ;
}
LEAVE_GL ( ) ;
2005-01-09 17:37:02 +00:00
f = fopen ( filename , " w+ " ) ;
if ( NULL = = f ) {
ERR ( " opening of %s failed with: %s \n " , filename , strerror ( errno ) ) ;
2006-04-07 10:51:12 +00:00
return WINED3DERR_INVALIDCALL ;
2005-01-09 17:37:02 +00:00
}
2005-09-27 10:49:59 +00:00
/* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/
TRACE ( " (%p) opened %s with format %s \n " , This , filename , debug_d3dformat ( This - > resource . format ) ) ;
/* TGA header */
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 2 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
fputc ( 0 , f ) ;
/* short width*/
fwrite ( & width , 2 , 1 , f ) ;
/* short height */
fwrite ( & height , 2 , 1 , f ) ;
/* format rgba */
fputc ( 0x20 , f ) ;
fputc ( 0x28 , f ) ;
/* raw data */
/* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up*/
if ( swapChain )
textureRow = allocatedMemory + ( width * ( height - 1 ) * 4 ) ;
else
textureRow = allocatedMemory ;
for ( y = 0 ; y < height ; y + + ) {
for ( i = 0 ; i < width ; i + + ) {
color = * ( ( DWORD * ) textureRow ) ;
fputc ( ( color > > 16 ) & 0xFF , f ) ; /* B */
fputc ( ( color > > 8 ) & 0xFF , f ) ; /* G */
fputc ( ( color > > 0 ) & 0xFF , f ) ; /* R */
fputc ( ( color > > 24 ) & 0xFF , f ) ; /* A */
textureRow + = 4 ;
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}
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/* take two rows of the pointer to the texture memory */
if ( swapChain )
( textureRow - = width < < 3 ) ;
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}
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TRACE ( " Closing file \n " ) ;
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fclose ( f ) ;
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if ( swapChain ) {
IWineD3DSwapChain_Release ( swapChain ) ;
}
HeapFree ( GetProcessHeap ( ) , 0 , allocatedMemory ) ;
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return WINED3D_OK ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect ( IWineD3DSurface * iface ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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This - > Flags & = ~ SFLAG_DIRTY ;
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This - > dirtyRect . left = This - > currentDesc . Width ;
This - > dirtyRect . top = This - > currentDesc . Height ;
This - > dirtyRect . right = 0 ;
This - > dirtyRect . bottom = 0 ;
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TRACE ( " (%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld) \n " , This , This - > Flags & SFLAG_DIRTY ? 1 : 0 , This - > dirtyRect . left ,
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This - > dirtyRect . top , This - > dirtyRect . right , This - > dirtyRect . bottom ) ;
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return WINED3D_OK ;
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}
/**
* Slightly inefficient way to handle multiple dirty rects but it works : )
*/
extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect ( IWineD3DSurface * iface , CONST RECT * pDirtyRect ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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IWineD3DBaseTexture * baseTexture = NULL ;
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This - > Flags | = SFLAG_DIRTY ;
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if ( NULL ! = pDirtyRect ) {
This - > dirtyRect . left = min ( This - > dirtyRect . left , pDirtyRect - > left ) ;
This - > dirtyRect . top = min ( This - > dirtyRect . top , pDirtyRect - > top ) ;
This - > dirtyRect . right = max ( This - > dirtyRect . right , pDirtyRect - > right ) ;
This - > dirtyRect . bottom = max ( This - > dirtyRect . bottom , pDirtyRect - > bottom ) ;
} else {
This - > dirtyRect . left = 0 ;
This - > dirtyRect . top = 0 ;
This - > dirtyRect . right = This - > currentDesc . Width ;
This - > dirtyRect . bottom = This - > currentDesc . Height ;
}
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TRACE ( " (%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld) \n " , This , This - > Flags & SFLAG_DIRTY , This - > dirtyRect . left ,
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This - > dirtyRect . top , This - > dirtyRect . right , This - > dirtyRect . bottom ) ;
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/* if the container is a basetexture then mark it dirty. */
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if ( IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DBaseTexture , ( void * * ) & baseTexture ) = = WINED3D_OK ) {
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TRACE ( " Passing to conatiner \n " ) ;
IWineD3DBaseTexture_SetDirty ( baseTexture , TRUE ) ;
IWineD3DBaseTexture_Release ( baseTexture ) ;
}
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return WINED3D_OK ;
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer ( IWineD3DSurface * iface , IWineD3DBase * container ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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TRACE ( " This %p, container %p \n " , This , container ) ;
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/* We can't keep a reference to the container, since the container already keeps a reference to us. */
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TRACE ( " Setting container to %p from %p \n " , container , This - > container ) ;
This - > container = container ;
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return WINED3D_OK ;
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat ( IWineD3DSurface * iface , WINED3DFORMAT format ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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const PixelFormatDesc * formatEntry = getFormatDescEntry ( format ) ;
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if ( This - > resource . format ! = WINED3DFMT_UNKNOWN ) {
FIXME ( " (%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN \n " , This ) ;
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return WINED3DERR_INVALIDCALL ;
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}
TRACE ( " (%p) : Setting texture foramt to (%d,%s) \n " , This , format , debug_d3dformat ( format ) ) ;
if ( format = = WINED3DFMT_UNKNOWN ) {
This - > resource . size = 0 ;
} else if ( format = = WINED3DFMT_DXT1 ) {
/* DXT1 is half byte per pixel */
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This - > resource . size = ( ( max ( This - > pow2Width , 4 ) * formatEntry - > bpp ) * max ( This - > pow2Height , 4 ) ) > > 1 ;
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} else if ( format = = WINED3DFMT_DXT2 | | format = = WINED3DFMT_DXT3 | |
format = = WINED3DFMT_DXT4 | | format = = WINED3DFMT_DXT5 ) {
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This - > resource . size = ( ( max ( This - > pow2Width , 4 ) * formatEntry - > bpp ) * max ( This - > pow2Height , 4 ) ) ;
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} else {
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This - > resource . size = ( This - > pow2Width * formatEntry - > bpp ) * This - > pow2Height ;
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}
/* Setup some glformat defaults */
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This - > glDescription . glFormat = formatEntry - > glFormat ;
This - > glDescription . glFormatInternal = formatEntry - > glInternal ;
This - > glDescription . glType = formatEntry - > glType ;
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if ( format ! = WINED3DFMT_UNKNOWN ) {
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This - > bytesPerPixel = formatEntry - > bpp ;
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This - > pow2Size = ( This - > pow2Width * This - > bytesPerPixel ) * This - > pow2Height ;
} else {
This - > bytesPerPixel = 0 ;
This - > pow2Size = 0 ;
}
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This - > Flags | = ( WINED3DFMT_D16_LOCKABLE = = format ) ? SFLAG_LOCKABLE : 0 ;
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This - > resource . format = format ;
TRACE ( " (%p) : Size %d, pow2Size %d, bytesPerPixel %d, glFormat %d, glFotmatInternal %d, glType %d \n " , This , This - > resource . size , This - > pow2Size , This - > bytesPerPixel , This - > glDescription . glFormat , This - > glDescription . glFormatInternal , This - > glDescription . glType ) ;
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return WINED3D_OK ;
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}
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/* TODO: replace this function with context management routines */
HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState ( IWineD3DSurface * iface , BOOL inPBuffer , BOOL inTexture ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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if ( inPBuffer ) {
This - > Flags | = SFLAG_INPBUFFER ;
} else {
This - > Flags & = ~ SFLAG_INPBUFFER ;
}
if ( inTexture ) {
This - > Flags | = SFLAG_INTEXTURE ;
} else {
This - > Flags & = ~ SFLAG_INTEXTURE ;
}
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return WINED3D_OK ;
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}
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static HRESULT WINAPI IWineD3DSurfaceImpl_Flip ( IWineD3DSurface * iface , IWineD3DSurface * override , DWORD Flags ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DDevice * D3D = ( IWineD3DDevice * ) This - > resource . wineD3DDevice ;
TRACE ( " (%p)->(%p,%lx) \n " , This , override , Flags ) ;
/* Flipping is only supported on RenderTargets */
if ( ! ( This - > resource . usage & WINED3DUSAGE_RENDERTARGET ) ) return DDERR_NOTFLIPPABLE ;
if ( override ) {
/* DDraw sets this for the X11 surfaces, so don't confuse the user
* FIXME ( " (%p) Target override is not supported by now \ n " , This) ;
* Additionally , it isn ' t really possible to support triple - buffering
* properly on opengl at all
*/
}
/* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
return IWineD3DDevice_Present ( D3D , NULL , NULL , 0 , NULL ) ;
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}
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/* Not called from the VTable */
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static HRESULT IWineD3DSurfaceImpl_BltOverride ( IWineD3DSurfaceImpl * This , RECT * DestRect , IWineD3DSurface * SrcSurface , RECT * SrcRect , DWORD Flags , DDBLTFX * DDBltFx ) {
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D3DRECT rect ;
IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
IWineD3DSwapChainImpl * swapchain = NULL ;
IWineD3DSurfaceImpl * Src = ( IWineD3DSurfaceImpl * ) SrcSurface ;
BOOL SrcOK = TRUE ;
TRACE ( " (%p)->(%p,%p,%p,%08lx,%p) \n " , This , DestRect , SrcSurface , SrcRect , Flags , DDBltFx ) ;
/* Get the swapchain. One of the surfaces has to be a primary surface */
IWineD3DSurface_GetContainer ( ( IWineD3DSurface * ) This , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) ;
if ( swapchain ) IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
else if ( Src ) {
IWineD3DSurface_GetContainer ( ( IWineD3DSurface * ) Src , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) ;
if ( swapchain ) IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
else return WINED3DERR_INVALIDCALL ;
} else {
swapchain = NULL ;
}
if ( DestRect ) {
rect . x1 = DestRect - > left ;
rect . y1 = DestRect - > top ;
rect . x2 = DestRect - > right ;
rect . y2 = DestRect - > bottom ;
} else {
rect . x1 = 0 ;
rect . y1 = 0 ;
rect . x2 = This - > currentDesc . Width ;
rect . y2 = This - > currentDesc . Height ;
}
/* Half-life does a Blt from the back buffer to the front buffer,
* Full surface size , no flags . . . Use present instead
*/
if ( Src )
{
/* First, check if we can do a Flip */
/* Check rects - IWineD3DDevice_Present doesn't handle them */
if ( SrcRect ) {
if ( ( SrcRect - > left = = 0 ) & & ( SrcRect - > top = = 0 ) & &
( SrcRect - > right = = Src - > currentDesc . Width ) & & ( SrcRect - > bottom = = Src - > currentDesc . Height ) ) {
SrcOK = TRUE ;
}
} else {
SrcOK = TRUE ;
}
/* Check the Destination rect and the surface sizes */
if ( SrcOK & &
( rect . x1 = = 0 ) & & ( rect . y1 = = 0 ) & &
( rect . x2 = = This - > currentDesc . Width ) & & ( rect . y2 = = This - > currentDesc . Height ) & &
( This - > currentDesc . Width = = Src - > currentDesc . Width ) & &
( This - > currentDesc . Height = = Src - > currentDesc . Height ) ) {
/* These flags are unimportant for the flag check, remove them */
if ( ( Flags & ~ ( DDBLT_DONOTWAIT | DDBLT_WAIT ) ) = = 0 ) {
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if ( swapchain - > backBuffer & & ( ( IWineD3DSurface * ) This = = swapchain - > frontBuffer ) & & ( ( IWineD3DSurface * ) Src = = swapchain - > backBuffer [ 0 ] ) ) {
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D3DSWAPEFFECT orig_swap = swapchain - > presentParms . SwapEffect ;
/* The idea behind this is that a glReadPixels and a glDrawPixels call
* take very long , while a flip is fast .
* This applies to Half - Life , which does such Blts every time it finished
* a frame , and to Prince of Persia 3 D , which uses this to draw at least the main
* menu . This is also used by all apps when they do windowed rendering
*
* The problem is that flipping is not really the same as copying . After a
* Blt the front buffer is a copy of the back buffer , and the back buffer is
* untouched . Therefore it ' s necessary to override the swap effect
* and to set it back after the flip .
*/
swapchain - > presentParms . SwapEffect = WINED3DSWAPEFFECT_COPY ;
TRACE ( " Full screen back buffer -> front buffer blt, performing a flip instead \n " ) ;
IWineD3DDevice_Present ( ( IWineD3DDevice * ) This - > resource . wineD3DDevice ,
NULL , NULL , 0 , NULL ) ;
swapchain - > presentParms . SwapEffect = orig_swap ;
return WINED3D_OK ;
}
}
}
/* Blt from texture to rendertarget? */
if ( ( ( ( IWineD3DSurface * ) This = = swapchain - > frontBuffer ) | |
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( swapchain - > backBuffer & & ( IWineD3DSurface * ) This = = swapchain - > backBuffer [ 0 ] ) )
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& &
( ( ( IWineD3DSurface * ) Src ! = swapchain - > frontBuffer ) & &
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( swapchain - > backBuffer & & ( IWineD3DSurface * ) Src ! = swapchain - > backBuffer [ 0 ] ) ) ) {
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float glTexCoord [ 4 ] ;
DWORD oldCKey ;
GLint oldLight , oldFog , oldDepth , oldBlend , oldCull , oldAlpha ;
GLint alphafunc ;
GLclampf alpharef ;
GLint oldStencil ;
RECT SourceRectangle ;
GLint oldDraw ;
TRACE ( " Blt from surface %p to rendertarget %p \n " , Src , This ) ;
if ( SrcRect ) {
SourceRectangle . left = SrcRect - > left ;
SourceRectangle . right = SrcRect - > right ;
SourceRectangle . top = SrcRect - > top ;
SourceRectangle . bottom = SrcRect - > bottom ;
} else {
SourceRectangle . left = 0 ;
SourceRectangle . right = Src - > currentDesc . Width ;
SourceRectangle . top = 0 ;
SourceRectangle . bottom = Src - > currentDesc . Height ;
}
if ( ! CalculateTexRect ( Src , & SourceRectangle , glTexCoord ) ) {
/* Fall back to software */
WARN ( " (%p) Source texture area (%ld,%ld)-(%ld,%ld) is too big \n " , Src ,
SourceRectangle . left , SourceRectangle . top ,
SourceRectangle . right , SourceRectangle . bottom ) ;
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 .
*/
oldCKey = Src - > CKeyFlags ;
if ( ! ( Flags & DDBLT_KEYSRC ) & &
Src - > CKeyFlags & DDSD_CKSRCBLT ) {
/* Ok, the surface has a color key, but we shall not use it -
* Deactivate it for now and dirtify the surface to reload it
*/
Src - > CKeyFlags & = ~ DDSD_CKSRCBLT ;
Src - > Flags | = SFLAG_DIRTY ;
}
/* Now load the surface */
IWineD3DSurface_PreLoad ( ( IWineD3DSurface * ) Src ) ;
ENTER_GL ( ) ;
/* Save all the old stuff until we have a proper opengl state manager */
oldLight = glIsEnabled ( GL_LIGHTING ) ;
oldFog = glIsEnabled ( GL_FOG ) ;
oldDepth = glIsEnabled ( GL_DEPTH_TEST ) ;
oldBlend = glIsEnabled ( GL_BLEND ) ;
oldCull = glIsEnabled ( GL_CULL_FACE ) ;
oldAlpha = glIsEnabled ( GL_ALPHA_TEST ) ;
oldStencil = glIsEnabled ( GL_STENCIL_TEST ) ;
glGetIntegerv ( GL_ALPHA_TEST_FUNC , & alphafunc ) ;
checkGLcall ( " glGetFloatv GL_ALPHA_TEST_FUNC " ) ;
glGetFloatv ( GL_ALPHA_TEST_REF , & alpharef ) ;
checkGLcall ( " glGetFloatv GL_ALPHA_TEST_REF " ) ;
glGetIntegerv ( GL_DRAW_BUFFER , & oldDraw ) ;
if ( This = = ( IWineD3DSurfaceImpl * ) swapchain - > frontBuffer ) {
TRACE ( " Drawing to front buffer \n " ) ;
glDrawBuffer ( GL_FRONT ) ;
checkGLcall ( " glDrawBuffer GL_FRONT " ) ;
}
/* Unbind the old texture */
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
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if ( GL_SUPPORT ( ARB_MULTITEXTURE ) ) {
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/* We use texture unit 0 for blts */
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GL_EXTCALL ( glActiveTextureARB ( GL_TEXTURE0_ARB ) ) ;
checkGLcall ( " glActiveTextureARB " ) ;
} else {
WARN ( " Multi-texturing is unsupported in the local OpenGL implementation \n " ) ;
}
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/* Disable some fancy graphics effects */
glDisable ( GL_LIGHTING ) ;
checkGLcall ( " glDisable GL_LIGHTING " ) ;
glDisable ( GL_DEPTH_TEST ) ;
checkGLcall ( " glDisable GL_DEPTH_TEST " ) ;
glDisable ( GL_FOG ) ;
checkGLcall ( " glDisable GL_FOG " ) ;
glDisable ( GL_BLEND ) ;
checkGLcall ( " glDisable GL_BLEND " ) ;
glDisable ( GL_CULL_FACE ) ;
checkGLcall ( " glDisable GL_CULL_FACE " ) ;
glDisable ( GL_STENCIL_TEST ) ;
checkGLcall ( " glDisable GL_STENCIL_TEST " ) ;
/* Ok, we need 2d textures, but not 1D or 3D */
glDisable ( GL_TEXTURE_1D ) ;
checkGLcall ( " glDisable GL_TEXTURE_1D " ) ;
glEnable ( GL_TEXTURE_2D ) ;
checkGLcall ( " glEnable GL_TEXTURE_2D " ) ;
glDisable ( GL_TEXTURE_3D ) ;
checkGLcall ( " glDisable GL_TEXTURE_3D " ) ;
/* Bind the texture */
glBindTexture ( GL_TEXTURE_2D , Src - > glDescription . textureName ) ;
checkGLcall ( " glBindTexture " ) ;
glEnable ( GL_SCISSOR_TEST ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_REPLACE ) ;
/* No filtering for blts */
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER ,
GL_NEAREST ) ;
checkGLcall ( " glTexParameteri " ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER ,
GL_NEAREST ) ;
checkGLcall ( " glTexParameteri " ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP ) ;
glTexEnvi ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_REPLACE ) ;
checkGLcall ( " glTexEnvi " ) ;
/* This is for color keying */
if ( Flags & DDBLT_KEYSRC ) {
glEnable ( GL_ALPHA_TEST ) ;
checkGLcall ( " glEnable GL_ALPHA_TEST " ) ;
glAlphaFunc ( GL_NOTEQUAL , 0.0 ) ;
checkGLcall ( " glAlphaFunc \n " ) ;
} else {
glDisable ( GL_ALPHA_TEST ) ;
checkGLcall ( " glDisable GL_ALPHA_TEST " ) ;
}
/* Draw a textured quad
*/
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d3ddevice_set_ortho ( This - > resource . wineD3DDevice ) ;
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glBegin ( GL_QUADS ) ;
glColor3d ( 1.0f , 1.0f , 1.0f ) ;
glTexCoord2f ( glTexCoord [ 0 ] , glTexCoord [ 2 ] ) ;
glVertex3f ( rect . x1 ,
rect . y1 ,
0.0 ) ;
glTexCoord2f ( glTexCoord [ 0 ] , glTexCoord [ 3 ] ) ;
glVertex3f ( rect . x1 , rect . y2 , 0.0 ) ;
glTexCoord2f ( glTexCoord [ 1 ] , glTexCoord [ 3 ] ) ;
glVertex3f ( rect . x2 ,
rect . y2 ,
0.0 ) ;
glTexCoord2f ( glTexCoord [ 1 ] , glTexCoord [ 2 ] ) ;
glVertex3f ( rect . x2 ,
rect . y1 ,
0.0 ) ;
glEnd ( ) ;
checkGLcall ( " glEnd " ) ;
/* Unbind the texture */
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
checkGLcall ( " glEnable glBindTexture " ) ;
/* Restore the old settings */
if ( oldLight ) {
glEnable ( GL_LIGHTING ) ;
checkGLcall ( " glEnable GL_LIGHTING " ) ;
}
if ( oldFog ) {
glEnable ( GL_FOG ) ;
checkGLcall ( " glEnable GL_FOG " ) ;
}
if ( oldDepth ) {
glEnable ( GL_DEPTH_TEST ) ;
checkGLcall ( " glEnable GL_DEPTH_TEST " ) ;
}
if ( oldBlend ) {
glEnable ( GL_BLEND ) ;
checkGLcall ( " glEnable GL_BLEND " ) ;
}
if ( oldCull ) {
glEnable ( GL_CULL_FACE ) ;
checkGLcall ( " glEnable GL_CULL_FACE " ) ;
}
if ( oldStencil ) {
glEnable ( GL_STENCIL_TEST ) ;
checkGLcall ( " glEnable GL_STENCIL_TEST " ) ;
}
if ( ! oldAlpha ) {
glDisable ( GL_ALPHA_TEST ) ;
checkGLcall ( " glDisable GL_ALPHA_TEST " ) ;
} else {
glEnable ( GL_ALPHA_TEST ) ;
checkGLcall ( " glEnable GL_ALPHA_TEST " ) ;
}
glAlphaFunc ( alphafunc , alpharef ) ;
checkGLcall ( " glAlphaFunc \n " ) ;
if ( This = = ( IWineD3DSurfaceImpl * ) swapchain - > frontBuffer & & oldDraw = = GL_BACK ) {
glDrawBuffer ( oldDraw ) ;
}
/* Restore the color key */
if ( oldCKey ! = Src - > CKeyFlags ) {
Src - > CKeyFlags = oldCKey ;
Src - > Flags | = SFLAG_DIRTY ;
}
LEAVE_GL ( ) ;
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/* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
This - > Flags | = SFLAG_GLDIRTY ;
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return WINED3D_OK ;
}
/* Blt from rendertarget to texture? */
if ( ( SrcSurface = = swapchain - > frontBuffer ) | |
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( swapchain - > backBuffer & & SrcSurface = = swapchain - > backBuffer [ 0 ] ) ) {
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if ( ( ( IWineD3DSurface * ) This ! = swapchain - > frontBuffer ) & &
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( swapchain - > backBuffer & & ( IWineD3DSurface * ) This ! = swapchain - > backBuffer [ 0 ] ) ) {
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UINT row ;
D3DRECT srect ;
float xrel , yrel ;
TRACE ( " Blt from rendertarget to texture \n " ) ;
/* Call preload for the surface to make sure it isn't dirty */
IWineD3DSurface_PreLoad ( ( IWineD3DSurface * ) This ) ;
if ( SrcRect ) {
srect . x1 = SrcRect - > left ;
srect . y1 = SrcRect - > top ;
srect . x2 = SrcRect - > right ;
srect . y2 = SrcRect - > bottom ;
} else {
srect . x1 = 0 ;
srect . y1 = 0 ;
srect . x2 = Src - > currentDesc . Width ;
srect . y2 = Src - > currentDesc . Height ;
}
ENTER_GL ( ) ;
/* Bind the target texture */
glBindTexture ( GL_TEXTURE_2D , This - > glDescription . textureName ) ;
checkGLcall ( " glBindTexture " ) ;
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if ( swapchain - > backBuffer & & SrcSurface = = swapchain - > backBuffer [ 0 ] ) {
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glReadBuffer ( GL_BACK ) ;
} else {
glReadBuffer ( GL_FRONT ) ;
}
checkGLcall ( " glReadBuffer " ) ;
xrel = ( float ) ( srect . x2 - srect . x1 ) / ( float ) ( rect . x2 - rect . x1 ) ;
yrel = ( float ) ( srect . y2 - srect . y1 ) / ( float ) ( rect . y2 - rect . y1 ) ;
/* I have to process this row by row to swap the image,
* otherwise it would be upside down , so streching in y direction
* doesn ' t cost extra time
*
* However , streching in x direction can be avoided if not necessary
*/
for ( row = rect . y1 ; row < rect . y2 ; row + + ) {
if ( ( xrel - 1.0 < - eps ) | | ( xrel - 1.0 > eps ) ) {
/* Well, that stuff works, but it's very slow.
* find a better way instead
*/
UINT col ;
for ( col = rect . x1 ; col < rect . x2 ; col + + ) {
glCopyTexSubImage2D ( GL_TEXTURE_2D ,
0 , /* level */
rect . x1 + col , This - > currentDesc . Height - row - 1 , /* xoffset, yoffset */
srect . x1 + col * xrel , Src - > currentDesc . Height - srect . y2 + row * yrel ,
1 , 1 ) ;
}
} else {
glCopyTexSubImage2D ( GL_TEXTURE_2D ,
0 , /* level */
rect . x1 , This - > currentDesc . Height - row - 1 , /* xoffset, yoffset */
srect . x1 , Src - > currentDesc . Height - srect . y2 + row * yrel ,
rect . x2 , 1 ) ;
}
}
vcheckGLcall ( " glCopyTexSubImage2D " ) ;
LEAVE_GL ( ) ;
if ( ! ( This - > Flags & SFLAG_DONOTFREE ) ) {
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HeapFree ( GetProcessHeap ( ) , 0 , This - > resource . allocatedMemory ) ;
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This - > resource . allocatedMemory = NULL ;
} else {
This - > Flags | = SFLAG_GLDIRTY ;
}
return WINED3D_OK ;
}
}
}
if ( Flags & DDBLT_COLORFILL ) {
/* This is easy to handle for the D3D Device... */
DWORD color ;
IWineD3DSwapChainImpl * implSwapChain ;
TRACE ( " Colorfill \n " ) ;
/* The color as given in the Blt function is in the format of the frame-buffer...
* ' clear ' expect it in ARGB format = > we need to do some conversion : - )
*/
if ( This - > resource . format = = WINED3DFMT_P8 ) {
if ( This - > palette ) {
color = ( ( 0xFF000000 ) |
( This - > palette - > palents [ DDBltFx - > u5 . dwFillColor ] . peRed < < 16 ) |
( This - > palette - > palents [ DDBltFx - > u5 . dwFillColor ] . peGreen < < 8 ) |
( This - > palette - > palents [ DDBltFx - > u5 . dwFillColor ] . peBlue ) ) ;
} else {
color = 0xFF000000 ;
}
}
else if ( This - > resource . format = = WINED3DFMT_R5G6B5 ) {
if ( DDBltFx - > u5 . dwFillColor = = 0xFFFF ) {
color = 0xFFFFFFFF ;
} else {
color = ( ( 0xFF000000 ) |
( ( DDBltFx - > u5 . dwFillColor & 0xF800 ) < < 8 ) |
( ( DDBltFx - > u5 . dwFillColor & 0x07E0 ) < < 5 ) |
( ( DDBltFx - > u5 . dwFillColor & 0x001F ) < < 3 ) ) ;
}
}
else if ( ( This - > resource . format = = WINED3DFMT_R8G8B8 ) | |
( This - > resource . format = = WINED3DFMT_X8R8G8B8 ) ) {
color = 0xFF000000 | DDBltFx - > u5 . dwFillColor ;
}
else if ( This - > resource . format = = WINED3DFMT_A8R8G8B8 ) {
color = DDBltFx - > u5 . dwFillColor ;
}
else {
ERR ( " Wrong surface type for BLT override(Format doesn't match) ! \n " ) ;
return WINED3DERR_INVALIDCALL ;
}
TRACE ( " Calling GetSwapChain with mydevice = %p \n " , myDevice ) ;
IWineD3DDevice_GetSwapChain ( ( IWineD3DDevice * ) myDevice , 0 , ( IWineD3DSwapChain * * ) & implSwapChain ) ;
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) implSwapChain ) ;
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if ( implSwapChain - > backBuffer & & This = = ( IWineD3DSurfaceImpl * ) implSwapChain - > backBuffer [ 0 ] ) {
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glDrawBuffer ( GL_BACK ) ;
checkGLcall ( " glDrawBuffer(GL_BACK) " ) ;
}
else if ( This = = ( IWineD3DSurfaceImpl * ) implSwapChain - > frontBuffer ) {
glDrawBuffer ( GL_FRONT ) ;
checkGLcall ( " glDrawBuffer(GL_FRONT) " ) ;
}
else {
ERR ( " Wrong surface type for BLT override(not on swapchain) ! \n " ) ;
return WINED3DERR_INVALIDCALL ;
}
TRACE ( " (%p) executing Render Target override, color = %lx \n " , This , color ) ;
IWineD3DDevice_Clear ( ( IWineD3DDevice * ) myDevice ,
1 /* Number of rectangles */ ,
& rect ,
D3DCLEAR_TARGET ,
color ,
0.0 /* Z */ ,
0 /* Stencil */ ) ;
/* Restore the original draw buffer */
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if ( implSwapChain - > backBuffer & & implSwapChain - > backBuffer [ 0 ] ) {
glDrawBuffer ( GL_BACK ) ;
vcheckGLcall ( " glDrawBuffer " ) ;
}
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return WINED3D_OK ;
}
/* Default: Fall back to the generic blt */
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return WINED3DERR_INVALIDCALL ;
}
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static HRESULT WINAPI IWineD3DSurfaceImpl_Blt ( IWineD3DSurface * iface , RECT * DestRect , IWineD3DSurface * SrcSurface , RECT * SrcRect , DWORD Flags , DDBLTFX * DDBltFx ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DSurfaceImpl * Src = ( IWineD3DSurfaceImpl * ) SrcSurface ;
TRACE ( " (%p)->(%p,%p,%p,%lx,%p) \n " , This , DestRect , SrcSurface , SrcRect , Flags , DDBltFx ) ;
TRACE ( " (%p): Usage is %08lx \n " , This , This - > resource . usage ) ;
/* Special cases for RenderTargets */
if ( ( This - > resource . usage & WINED3DUSAGE_RENDERTARGET ) | |
( Src & & ( Src - > resource . usage & WINED3DUSAGE_RENDERTARGET ) ) ) {
if ( IWineD3DSurfaceImpl_BltOverride ( This , DestRect , SrcSurface , SrcRect , Flags , DDBltFx ) = = WINED3D_OK ) return WINED3D_OK ;
}
/* For the rest call the X11 surface implementation.
* For RenderTargets this should be implemented OpenGL accelerated in BltOverride ,
* other Blts are rather rare
*/
return IWineGDISurfaceImpl_Blt ( iface , DestRect , SrcSurface , SrcRect , Flags , DDBltFx ) ;
}
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HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus ( IWineD3DSurface * iface , DWORD Flags ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p)->(%lx) \n " , This , Flags ) ;
switch ( Flags )
{
case DDGBS_CANBLT :
case DDGBS_ISBLTDONE :
return DD_OK ;
default :
return DDERR_INVALIDPARAMS ;
}
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}
HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus ( IWineD3DSurface * iface , DWORD Flags ) {
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/* XXX: DDERR_INVALIDSURFACETYPE */
TRACE ( " (%p)->(%08lx) \n " , iface , Flags ) ;
switch ( Flags ) {
case DDGFS_CANFLIP :
case DDGFS_ISFLIPDONE :
return DD_OK ;
default :
return DDERR_INVALIDPARAMS ;
}
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}
HRESULT WINAPI IWineD3DSurfaceImpl_IsLost ( IWineD3DSurface * iface ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p) \n " , This ) ;
return This - > Flags & SFLAG_LOST ? DDERR_SURFACELOST : WINED3D_OK ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_Restore ( IWineD3DSurface * iface ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p) \n " , This ) ;
/* So far we don't lose anything :) */
This - > Flags & = ~ SFLAG_LOST ;
return WINED3D_OK ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_BltFast ( IWineD3DSurface * iface , DWORD dstx , DWORD dsty , IWineD3DSurface * Source , RECT * rsrc , DWORD trans ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DSurfaceImpl * srcImpl = ( IWineD3DSurfaceImpl * ) Source ;
TRACE ( " (%p)->(%ld, %ld, %p, %p, %08lx \n " , iface , dstx , dsty , Source , rsrc , trans ) ;
/* Special cases for RenderTargets */
if ( ( This - > resource . usage & WINED3DUSAGE_RENDERTARGET ) | |
( srcImpl & & ( srcImpl - > resource . usage & WINED3DUSAGE_RENDERTARGET ) ) ) {
RECT SrcRect , DstRect ;
if ( rsrc ) {
SrcRect . left = rsrc - > left ;
SrcRect . top = rsrc - > top ;
SrcRect . bottom = rsrc - > bottom ;
SrcRect . right = rsrc - > right ;
} else {
SrcRect . left = 0 ;
SrcRect . top = 0 ;
SrcRect . right = srcImpl - > currentDesc . Width ;
SrcRect . bottom = srcImpl - > currentDesc . Height ;
}
DstRect . left = dstx ;
DstRect . top = dsty ;
DstRect . right = dstx + SrcRect . right - SrcRect . left ;
DstRect . bottom = dsty + SrcRect . bottom - SrcRect . top ;
if ( IWineD3DSurfaceImpl_BltOverride ( This , & DstRect , Source , & SrcRect , 0 , NULL ) = = WINED3D_OK ) return WINED3D_OK ;
}
return IWineGDISurfaceImpl_BltFast ( iface , dstx , dsty , Source , rsrc , trans ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette ( IWineD3DSurface * iface , IWineD3DPalette * * Pal ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " (%p)->(%p) \n " , This , Pal ) ;
* Pal = ( IWineD3DPalette * ) This - > palette ;
return DD_OK ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette ( IWineD3DSurface * iface ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
RGBQUAD col [ 256 ] ;
IWineD3DPaletteImpl * pal = This - > palette ;
unsigned int n ;
TRACE ( " (%p) \n " , This ) ;
if ( This - > resource . format = = WINED3DFMT_P8 | |
This - > resource . format = = WINED3DFMT_A8P8 )
{
TRACE ( " Dirtifying surface \n " ) ;
This - > Flags | = SFLAG_DIRTY ;
}
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if ( This - > Flags & SFLAG_DIBSECTION ) {
TRACE ( " (%p): Updating the hdc's palette \n " , This ) ;
for ( n = 0 ; n < 256 ; n + + ) {
if ( pal ) {
col [ n ] . rgbRed = pal - > palents [ n ] . peRed ;
col [ n ] . rgbGreen = pal - > palents [ n ] . peGreen ;
col [ n ] . rgbBlue = pal - > palents [ n ] . peBlue ;
} else {
IWineD3DDeviceImpl * device = This - > resource . wineD3DDevice ;
/* Use the default device palette */
col [ n ] . rgbRed = device - > palettes [ device - > currentPalette ] [ n ] . peRed ;
col [ n ] . rgbGreen = device - > palettes [ device - > currentPalette ] [ n ] . peGreen ;
col [ n ] . rgbBlue = device - > palettes [ device - > currentPalette ] [ n ] . peBlue ;
}
col [ n ] . rgbReserved = 0 ;
}
SetDIBColorTable ( This - > hDC , 0 , 256 , col ) ;
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}
return WINED3D_OK ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette ( IWineD3DSurface * iface , IWineD3DPalette * Pal ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DPaletteImpl * PalImpl = ( IWineD3DPaletteImpl * ) Pal ;
TRACE ( " (%p)->(%p) \n " , This , Pal ) ;
if ( This - > palette ! = NULL )
if ( This - > resource . usage & WINED3DUSAGE_RENDERTARGET )
This - > palette - > Flags & = ~ DDPCAPS_PRIMARYSURFACE ;
if ( PalImpl ! = NULL ) {
if ( This - > resource . usage & WINED3DUSAGE_RENDERTARGET ) {
/* Set the device's main palette if the palette
* wasn ' t a primary palette before
*/
if ( ! ( PalImpl - > Flags & DDPCAPS_PRIMARYSURFACE ) ) {
IWineD3DDeviceImpl * device = This - > resource . wineD3DDevice ;
unsigned int i ;
for ( i = 0 ; i < 256 ; i + + ) {
device - > palettes [ device - > currentPalette ] [ i ] = PalImpl - > palents [ i ] ;
}
}
( PalImpl ) - > Flags | = DDPCAPS_PRIMARYSURFACE ;
}
}
This - > palette = PalImpl ;
return IWineD3DSurface_RealizePalette ( iface ) ;
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}
HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey ( IWineD3DSurface * iface , DWORD Flags , DDCOLORKEY * CKey ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
BOOL dirtify = FALSE ;
TRACE ( " (%p)->(%08lx,%p) \n " , This , Flags , CKey ) ;
if ( ( Flags & DDCKEY_COLORSPACE ) ! = 0 ) {
FIXME ( " colorkey value not supported (%08lx) ! \n " , Flags ) ;
return DDERR_INVALIDPARAMS ;
}
/* Dirtify the surface, but only if a key was changed */
if ( CKey ) {
switch ( Flags & ~ DDCKEY_COLORSPACE ) {
case DDCKEY_DESTBLT :
if ( ! ( This - > CKeyFlags & DDSD_CKDESTBLT ) ) {
dirtify = TRUE ;
} else {
dirtify = memcmp ( & This - > DestBltCKey , CKey , sizeof ( * CKey ) ) ! = 0 ;
}
This - > DestBltCKey = * CKey ;
This - > CKeyFlags | = DDSD_CKDESTBLT ;
break ;
case DDCKEY_DESTOVERLAY :
if ( ! ( This - > CKeyFlags & DDSD_CKDESTOVERLAY ) ) {
dirtify = TRUE ;
} else {
dirtify = memcmp ( & This - > DestOverlayCKey , CKey , sizeof ( * CKey ) ) ! = 0 ;
}
This - > DestOverlayCKey = * CKey ;
This - > CKeyFlags | = DDSD_CKDESTOVERLAY ;
break ;
case DDCKEY_SRCOVERLAY :
if ( ! ( This - > CKeyFlags & DDSD_CKSRCOVERLAY ) ) {
dirtify = TRUE ;
} else {
dirtify = memcmp ( & This - > SrcOverlayCKey , CKey , sizeof ( * CKey ) ) ! = 0 ;
}
This - > SrcOverlayCKey = * CKey ;
This - > CKeyFlags | = DDSD_CKSRCOVERLAY ;
break ;
case DDCKEY_SRCBLT :
if ( ! ( This - > CKeyFlags & DDSD_CKSRCBLT ) ) {
dirtify = TRUE ;
} else {
dirtify = memcmp ( & This - > SrcBltCKey , CKey , sizeof ( * CKey ) ) ! = 0 ;
}
This - > SrcBltCKey = * CKey ;
This - > CKeyFlags | = DDSD_CKSRCBLT ;
break ;
}
}
else {
switch ( Flags & ~ DDCKEY_COLORSPACE ) {
case DDCKEY_DESTBLT :
dirtify = This - > CKeyFlags & DDSD_CKDESTBLT ;
This - > CKeyFlags & = ~ DDSD_CKDESTBLT ;
break ;
case DDCKEY_DESTOVERLAY :
dirtify = This - > CKeyFlags & DDSD_CKDESTOVERLAY ;
This - > CKeyFlags & = ~ DDSD_CKDESTOVERLAY ;
break ;
case DDCKEY_SRCOVERLAY :
dirtify = This - > CKeyFlags & DDSD_CKSRCOVERLAY ;
This - > CKeyFlags & = ~ DDSD_CKSRCOVERLAY ;
break ;
case DDCKEY_SRCBLT :
dirtify = This - > CKeyFlags & DDSD_CKSRCBLT ;
This - > CKeyFlags & = ~ DDSD_CKSRCBLT ;
break ;
}
}
if ( dirtify ) {
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TRACE ( " Color key changed, dirtifying surface \n " ) ;
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This - > Flags | = SFLAG_DIRTY ;
}
return WINED3D_OK ;
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}
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static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup ( IWineD3DSurface * iface ) {
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/** Check against the maximum texture sizes supported by the video card **/
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
TRACE ( " %p \n " , This ) ;
if ( ( This - > pow2Width > GL_LIMITS ( texture_size ) | | This - > pow2Height > GL_LIMITS ( texture_size ) ) & & ! ( This - > resource . usage & ( WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL ) ) ) {
/* one of three options
1 : Do the same as we do with nonpow 2 and scale the texture , ( any texture ops would require the texture to be scaled which is potentially slow )
2 : Set the texture to the maxium 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 16 x16 letter areas from them to the render target .
*/
WARN ( " (%p) Creating an oversized surface \n " , This ) ;
This - > Flags | = SFLAG_OVERSIZE ;
/* This will be initialized on the first blt */
This - > glRect . left = 0 ;
This - > glRect . top = 0 ;
This - > glRect . right = 0 ;
This - > glRect . bottom = 0 ;
} else {
/* No oversize, gl rect is the full texture size */
This - > Flags & = ~ SFLAG_OVERSIZE ;
This - > glRect . left = 0 ;
This - > glRect . top = 0 ;
This - > glRect . right = This - > pow2Width ;
This - > glRect . bottom = This - > pow2Height ;
}
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return WINED3D_OK ;
}
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DWORD WINAPI IWineD3DSurfaceImpl_GetPitch ( IWineD3DSurface * iface ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
DWORD ret ;
TRACE ( " (%p) \n " , This ) ;
/* DXTn formats don't have exact pitches as they are to the new row of blocks,
where each block is 4 x4 pixels , 8 bytes ( dxt1 ) and 16 bytes ( dxt2 / 3 / 4 / 5 )
ie pitch = ( width / 4 ) * bytes per block */
if ( This - > resource . format = = WINED3DFMT_DXT1 ) /* DXT1 is 8 bytes per block */
ret = ( This - > currentDesc . Width > > 2 ) < < 3 ;
else if ( This - > resource . format = = WINED3DFMT_DXT2 | | This - > resource . format = = WINED3DFMT_DXT3 | |
This - > resource . format = = WINED3DFMT_DXT4 | | This - > resource . format = = WINED3DFMT_DXT5 ) /* DXT2/3/4/5 is 16 bytes per block */
ret = ( This - > currentDesc . Width > > 2 ) < < 4 ;
else {
if ( NP2_REPACK = = wined3d_settings . nonpower2_mode | | This - > resource . usage & WINED3DUSAGE_RENDERTARGET ) {
/* Front and back buffers are always lockes/unlocked on currentDesc.Width */
ret = This - > bytesPerPixel * This - > currentDesc . Width ; /* Bytes / row */
} else {
ret = This - > bytesPerPixel * This - > pow2Width ;
}
}
TRACE ( " (%p) Returning %ld \n " , This , ret ) ;
return ret ;
}
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const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
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{
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/* IUnknown */
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IWineD3DSurfaceImpl_QueryInterface ,
IWineD3DSurfaceImpl_AddRef ,
IWineD3DSurfaceImpl_Release ,
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/* IWineD3DResource */
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IWineD3DSurfaceImpl_GetParent ,
IWineD3DSurfaceImpl_GetDevice ,
IWineD3DSurfaceImpl_SetPrivateData ,
IWineD3DSurfaceImpl_GetPrivateData ,
IWineD3DSurfaceImpl_FreePrivateData ,
IWineD3DSurfaceImpl_SetPriority ,
IWineD3DSurfaceImpl_GetPriority ,
IWineD3DSurfaceImpl_PreLoad ,
IWineD3DSurfaceImpl_GetType ,
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/* IWineD3DSurface */
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IWineD3DSurfaceImpl_GetContainerParent ,
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IWineD3DSurfaceImpl_GetContainer ,
IWineD3DSurfaceImpl_GetDesc ,
IWineD3DSurfaceImpl_LockRect ,
IWineD3DSurfaceImpl_UnlockRect ,
IWineD3DSurfaceImpl_GetDC ,
IWineD3DSurfaceImpl_ReleaseDC ,
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IWineD3DSurfaceImpl_Flip ,
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IWineD3DSurfaceImpl_Blt ,
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IWineD3DSurfaceImpl_GetBltStatus ,
IWineD3DSurfaceImpl_GetFlipStatus ,
IWineD3DSurfaceImpl_IsLost ,
IWineD3DSurfaceImpl_Restore ,
IWineD3DSurfaceImpl_BltFast ,
IWineD3DSurfaceImpl_GetPalette ,
IWineD3DSurfaceImpl_SetPalette ,
IWineD3DSurfaceImpl_RealizePalette ,
IWineD3DSurfaceImpl_SetColorKey ,
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IWineD3DSurfaceImpl_GetPitch ,
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/* Internal use: */
IWineD3DSurfaceImpl_CleanDirtyRect ,
IWineD3DSurfaceImpl_AddDirtyRect ,
IWineD3DSurfaceImpl_LoadTexture ,
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IWineD3DSurfaceImpl_SaveSnapshot ,
IWineD3DSurfaceImpl_SetContainer ,
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IWineD3DSurfaceImpl_SetPBufferState ,
IWineD3DSurfaceImpl_SetGlTextureDesc ,
IWineD3DSurfaceImpl_GetGlDesc ,
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IWineD3DSurfaceImpl_GetData ,
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IWineD3DSurfaceImpl_SetFormat ,
IWineD3DSurfaceImpl_PrivateSetup
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} ;