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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
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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 ,
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CONVERT_RGB32_888 ,
CONVERT_V8U8
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} CONVERT_TYPES ;
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HRESULT d3dfmt_convert_surface ( BYTE * src , BYTE * dst , UINT pitch , UINT width , UINT height , UINT outpitch , CONVERT_TYPES convert , IWineD3DSurfaceImpl * surf ) ;
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static void surface_download_data ( IWineD3DSurfaceImpl * This ) {
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 ) {
if ( ! GL_SUPPORT ( EXT_TEXTURE_COMPRESSION_S3TC ) ) { /* We can assume this as the texture would not have been created otherwise */
FIXME ( " (%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl \n " , This ) ;
} else {
TRACE ( " (%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p \n " , This , This - > glDescription . level ,
This - > glDescription . glFormat , This - > glDescription . glType , This - > resource . allocatedMemory ) ;
ENTER_GL ( ) ;
GL_EXTCALL ( glGetCompressedTexImageARB ( This - > glDescription . target , This - > glDescription . level , This - > resource . allocatedMemory ) ) ;
checkGLcall ( " glGetCompressedTexImageARB() " ) ;
LEAVE_GL ( ) ;
}
} else {
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void * mem ;
int src_pitch = 0 ;
int dst_pitch = 0 ;
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if ( This - > Flags & SFLAG_CONVERTED ) {
FIXME ( " Read back converted textures unsupported \n " ) ;
return ;
}
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if ( This - > Flags & SFLAG_NONPOW2 ) {
src_pitch = This - > bytesPerPixel * This - > pow2Width ;
dst_pitch = IWineD3DSurface_GetPitch ( ( IWineD3DSurface * ) This ) ;
src_pitch = ( src_pitch + SURFACE_ALIGNMENT - 1 ) & ~ ( SURFACE_ALIGNMENT - 1 ) ;
mem = HeapAlloc ( GetProcessHeap ( ) , 0 , src_pitch * This - > pow2Height ) ;
} else {
mem = This - > resource . allocatedMemory ;
}
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TRACE ( " (%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p \n " , This , This - > glDescription . level ,
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This - > glDescription . glFormat , This - > glDescription . glType , mem ) ;
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ENTER_GL ( ) ;
glGetTexImage ( This - > glDescription . target , This - > glDescription . level , This - > glDescription . glFormat ,
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This - > glDescription . glType , mem ) ;
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checkGLcall ( " glGetTexImage() " ) ;
LEAVE_GL ( ) ;
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if ( This - > Flags & SFLAG_NONPOW2 ) {
LPBYTE src_data , dst_data ;
int y ;
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/*
* Some games ( e . g . warhammer 40 k ) don ' t work properly with the odd pitches , preventing
* the surface pitch from being used to box non - power2 textures . Instead we have to use a hack to
* repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width .
*
* We ' re doing this . . .
*
* instead of boxing the texture :
* | < - texture width - > | - - > pow2width | / \
* | 111111111111111111 | | |
* | 222 Texture 222222 | boxed empty | texture height
* | 3333 Data 33333333 | | |
* | 444444444444444444 | | \ /
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
* | boxed empty | boxed empty | pow2height
* | | | \ /
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
*
* we ' re repacking the data to the expected texture width
*
* | < - texture width - > | - - > pow2width | / \
* | 111111111111111111222222222222222 | |
* | 222333333333333333333444444444444 | texture height
* | 444444 | |
* | | \ /
* | | |
* | empty | pow2height
* | | \ /
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* = = is the same as
*
* | < - texture width - > | / \
* | 111111111111111111 |
* | 222222222222222222 | texture height
* | 333333333333333333 |
* | 444444444444444444 | \ /
* - - - - - - - - - - - - - - - - - - - -
*
* this also means that any references to allocatedMemory should work with the data as if were a
* standard texture with a non - power2 width instead of texture boxed up to be a power2 texture .
*
* internally the texture is still stored in a boxed format so any references to textureName will
* get a boxed texture with width pow2width and not a texture of width currentDesc . Width .
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*
* Performance should not be an issue , because applications normally do not lock the surfaces when
* rendering . If an app does , the SFLAG_DYNLOCK flag will kick in and the memory copy won ' t be released ,
* and doesn ' t have to be re - read .
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*/
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src_data = mem ;
dst_data = This - > resource . allocatedMemory ;
TRACE ( " (%p) : Repacking the surface data from pitch %d to pitch %d \n " , This , src_pitch , dst_pitch ) ;
for ( y = 1 ; y < This - > currentDesc . Height ; y + + ) {
/* skip the first row */
src_data + = src_pitch ;
dst_data + = dst_pitch ;
memcpy ( dst_data , src_data , dst_pitch ) ;
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}
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HeapFree ( GetProcessHeap ( ) , 0 , mem ) ;
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}
}
}
static void surface_upload_data ( IWineD3DSurfaceImpl * This , GLsizei width , GLsizei height , GLenum format , GLenum type , const GLvoid * data ) {
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 ) {
if ( ! GL_SUPPORT ( EXT_TEXTURE_COMPRESSION_S3TC ) ) {
FIXME ( " Using DXT1/3/5 without advertized support \n " ) ;
} else {
TRACE ( " (%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p \n " , This , width , height , data ) ;
ENTER_GL ( ) ;
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/* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
* glCompressedTexImage2D does not accept NULL pointers . So for compressed textures surface_allocate_surface does nothing , and this
* function uses glCompressedTexImage2D instead of the SubImage call
*/
GL_EXTCALL ( glCompressedTexImage2DARB ( This - > glDescription . target , This - > glDescription . level , This - > glDescription . glFormatInternal ,
width , height , 0 /* border */ , This - > resource . size , data ) ) ;
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checkGLcall ( " glCompressedTexSubImage2D " ) ;
LEAVE_GL ( ) ;
}
} else {
TRACE ( " (%p) : Calling glTexSubImage2D w %d, h %d, data, %p \n " , This , width , height , data ) ;
ENTER_GL ( ) ;
glTexSubImage2D ( This - > glDescription . target , This - > glDescription . level , 0 , 0 , width , height , format , type , data ) ;
checkGLcall ( " glTexSubImage2D " ) ;
LEAVE_GL ( ) ;
}
}
static void surface_allocate_surface ( IWineD3DSurfaceImpl * This , GLenum internal , GLsizei width , GLsizei height , GLenum format , GLenum type ) {
TRACE ( " (%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x \n " , This ,
This - > glDescription . target , This - > glDescription . level , debug_d3dformat ( This - > resource . format ) , internal , width , height , format , type ) ;
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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 ) {
/* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
TRACE ( " Not allocating compressed surfaces, surface_upload_data will specify them \n " ) ;
return ;
}
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ENTER_GL ( ) ;
glTexImage2D ( This - > glDescription . target , This - > glDescription . level , internal , width , height , 0 , format , type , NULL ) ;
checkGLcall ( " glTexImage2D " ) ;
LEAVE_GL ( ) ;
}
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/* *******************************************
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 ( 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 ) ;
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TRACE ( " (%p) : AddRef increasing from %d \n " , This , ref - 1 ) ;
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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 ) ;
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TRACE ( " (%p) : Releasing from %d \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 ) ;
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if ( iface = = device - > lastActiveRenderTarget ) {
IWineD3DSwapChainImpl * swapchain = device - > swapchains ? ( IWineD3DSwapChainImpl * ) device - > swapchains [ 0 ] : NULL ;
TRACE ( " Last active render target destroyed \n " ) ;
/* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
* checks , so switch to a valid target as long as the currently set surface is still valid . Use the
* surface of the implicit swpchain . If that is the same as the destroyed surface the device is destroyed
* and the lastActiveRenderTarget member shouldn ' t matter
*/
if ( swapchain ) {
if ( swapchain - > backBuffer & & swapchain - > backBuffer [ 0 ] ! = iface ) {
TRACE ( " Activating primary back buffer \n " ) ;
ActivateContext ( device , swapchain - > backBuffer [ 0 ] , CTXUSAGE_RESOURCELOAD ) ;
} else if ( ! swapchain - > backBuffer & & swapchain - > frontBuffer ! = iface ) {
/* Single buffering environment */
TRACE ( " Activating primary front buffer \n " ) ;
ActivateContext ( device , swapchain - > frontBuffer , CTXUSAGE_RESOURCELOAD ) ;
} else {
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TRACE ( " Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe \n " ) ;
/* Implicit render target destroyed, that means the device is being destroyed
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* whatever we set here , it shouldn ' t matter
*/
device - > lastActiveRenderTarget = ( IWineD3DSurface * ) 0xdeadbabe ;
}
} else {
/* May happen during ddraw uninitialization */
TRACE ( " Render target set, but swapchain does not exist! \n " ) ;
device - > lastActiveRenderTarget = ( IWineD3DSurface * ) 0xdeadcafe ;
}
}
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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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if ( This - > Flags & SFLAG_USERPTR ) IWineD3DSurface_SetMem ( iface , NULL ) ;
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HeapFree ( GetProcessHeap ( ) , 0 , This - > palette9 ) ;
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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 */
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if ( ! This - > glDescription . level ) {
if ( ! This - > glDescription . textureName ) {
glGenTextures ( 1 , & This - > glDescription . textureName ) ;
checkGLcall ( " glGenTextures " ) ;
TRACE ( " Surface %p given name %d \n " , This , This - > glDescription . textureName ) ;
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}
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glBindTexture ( This - > glDescription . target , This - > glDescription . textureName ) ;
checkGLcall ( " glBindTexture " ) ;
IWineD3DSurface_LoadTexture ( iface ) ;
/* This is where we should be reducing the amount of GLMemoryUsed */
} else if ( This - > glDescription . textureName ) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
/* 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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}
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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_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 void read_from_framebuffer ( IWineD3DSurfaceImpl * This , CONST RECT * rect , void * dest , UINT pitch , BOOL srcUpsideDown ) {
BYTE * mem ;
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GLint fmt ;
GLint type ;
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BYTE * row , * top , * bottom ;
int i ;
BOOL bpp ;
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switch ( This - > resource . format )
{
case WINED3DFMT_P8 :
{
/* GL can't return palettized data, so read ARGB pixels into a
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* separate block of memory and convert them into palettized format
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* in software . Slow , but if the app means to use palettized render
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* targets and locks it . . .
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*
* Use GL_RGB , GL_UNSIGNED_BYTE to read the surface for performance reasons
* Don ' t use GL_BGR as in the WINED3DFMT_R8G8B8 case , instead watch out
* for the color channels when palettizing the colors .
*/
fmt = GL_RGB ;
type = GL_UNSIGNED_BYTE ;
pitch * = 3 ;
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mem = HeapAlloc ( GetProcessHeap ( ) , 0 , This - > resource . size * 3 ) ;
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if ( ! mem ) {
ERR ( " Out of memory \n " ) ;
return ;
}
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bpp = This - > bytesPerPixel * 3 ;
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}
break ;
default :
mem = dest ;
fmt = This - > glDescription . glFormat ;
type = This - > glDescription . glType ;
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bpp = This - > bytesPerPixel ;
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}
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glReadPixels ( rect - > left , rect - > top ,
rect - > right - rect - > left ,
rect - > bottom - rect - > top ,
fmt , type , mem ) ;
vcheckGLcall ( " glReadPixels " ) ;
/* TODO: Merge this with the palettization loop below for P8 targets */
if ( ! srcUpsideDown ) {
UINT len , off ;
/* glReadPixels returns the image upside down, and there is no way to prevent this.
Flip the lines in software */
len = ( rect - > right - rect - > left ) * bpp ;
off = rect - > left * bpp ;
row = HeapAlloc ( GetProcessHeap ( ) , 0 , len ) ;
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if ( ! row ) {
ERR ( " Out of memory \n " ) ;
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if ( This - > resource . format = = WINED3DFMT_P8 ) HeapFree ( GetProcessHeap ( ) , 0 , mem ) ;
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return ;
}
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top = mem + pitch * rect - > top ;
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bottom = ( ( BYTE * ) mem ) + pitch * ( rect - > bottom - rect - > top - 1 ) ;
for ( i = 0 ; i < ( rect - > bottom - rect - > top ) / 2 ; i + + ) {
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memcpy ( row , top + off , len ) ;
memcpy ( top + off , bottom + off , len ) ;
memcpy ( bottom + off , row , len ) ;
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top + = pitch ;
bottom - = pitch ;
}
HeapFree ( GetProcessHeap ( ) , 0 , row ) ;
}
if ( This - > resource . format = = WINED3DFMT_P8 ) {
PALETTEENTRY * pal ;
DWORD width = pitch / 3 ;
int x , y , c ;
if ( This - > palette ) {
pal = This - > palette - > palents ;
} else {
pal = This - > resource . wineD3DDevice - > palettes [ This - > resource . wineD3DDevice - > currentPalette ] ;
}
for ( y = rect - > top ; y < rect - > bottom ; y + + ) {
for ( x = rect - > left ; x < rect - > right ; x + + ) {
/* start lines pixels */
BYTE * blue = ( BYTE * ) ( ( BYTE * ) mem ) + y * pitch + x * ( sizeof ( BYTE ) * 3 ) ;
BYTE * green = blue + 1 ;
BYTE * red = green + 1 ;
for ( c = 0 ; c < 256 ; c + + ) {
if ( * red = = pal [ c ] . peRed & &
* green = = pal [ c ] . peGreen & &
* blue = = pal [ c ] . peBlue )
{
* ( ( BYTE * ) dest + y * width + x ) = c ;
break ;
}
}
}
}
HeapFree ( GetProcessHeap ( ) , 0 , mem ) ;
}
}
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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 ;
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TRACE ( " (%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p \n " , This , pRect , Flags , pLockedRect , This - > resource . allocatedMemory ) ;
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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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pLockedRect - > Pitch = IWineD3DSurface_GetPitch ( iface ) ;
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/* Mark the surface locked */
This - > Flags | = SFLAG_LOCKED ;
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/* Whatever surface we have, make sure that there is memory allocated for the downloaded copy */
if ( ! This - > resource . allocatedMemory ) {
This - > resource . allocatedMemory = HeapAlloc ( GetProcessHeap ( ) , 0 , This - > resource . size + 4 ) ;
This - > Flags | = SFLAG_GLDIRTY ; /* This is the marker that surface data has to be downloaded */
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}
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/* Calculate the correct start address to report */
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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 ;
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TRACE ( " Locked Rect (%p) = l %d, t %d, r %d, b %d \n " , & This - > lockedRect , This - > lockedRect . left , This - > lockedRect . top , This - > lockedRect . right , This - > lockedRect . bottom ) ;
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} else {
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TRACE ( " Lock Rect (%p) = l %d, t %d, r %d, b %d \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 " ) ;
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return WINED3DERR_INVALIDCALL ;
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}
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if ( This - > resource . format = = WINED3DFMT_DXT1 ) { /* DXT1 is half byte per pixel */
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pLockedRect - > pBits = This - > resource . allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( ( pRect - > left * This - > bytesPerPixel / 2 ) ) ;
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} else {
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pLockedRect - > pBits = This - > resource . allocatedMemory + ( pLockedRect - > Pitch * pRect - > top ) + ( pRect - > left * This - > bytesPerPixel ) ;
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}
This - > lockedRect . left = pRect - > left ;
This - > lockedRect . top = pRect - > top ;
This - > lockedRect . right = pRect - > right ;
This - > lockedRect . bottom = pRect - > bottom ;
}
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if ( This - > Flags & SFLAG_NONPOW2 ) {
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TRACE ( " Locking non-power 2 texture \n " ) ;
}
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/* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
* This avoids the need to download the surface from opengl all the time . The surface is still downloaded if the opengl texture is
* changed
*/
if ( ! ( This - > Flags & SFLAG_DYNLOCK ) ) {
This - > lockCount + + ;
/* MAXLOCKCOUNT is defined in wined3d_private.h */
if ( This - > lockCount > MAXLOCKCOUNT ) {
TRACE ( " Surface is locked regularily, not freeing the system memory copy any more \n " ) ;
This - > Flags | = SFLAG_DYNLOCK ;
}
}
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if ( ( Flags & WINED3DLOCK_DISCARD ) | | ! ( This - > Flags & SFLAG_GLDIRTY ) ) {
TRACE ( " WINED3DLOCK_DISCARD flag passed, or local copy is up to date, not downloading data \n " ) ;
goto lock_end ;
}
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/* Now download the surface content from opengl
* Use the render target readback if the surface is on a swapchain ( = onscreen render target ) or the current primary target
* Offscreen targets which are not active at the moment or are higher targets ( fbos ) can be locked with the texture path
*/
IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) ;
if ( swapchain | | iface = = myDevice - > render_targets [ 0 ] ) {
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BOOL srcIsUpsideDown ;
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if ( wined3d_settings . rendertargetlock_mode = = RTL_DISABLE ) {
static BOOL warned = FALSE ;
if ( ! warned ) {
ERR ( " The application tries to lock the render target, but render target locking is disabled \n " ) ;
warned = TRUE ;
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}
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if ( swapchain ) IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
return WINED3D_OK ;
}
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/* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
* Certain graphics drivers seem to dislike some enabled states when reading from opengl , the blitting usage
* should help here . Furthermore unlockrect will need the context set up for blitting . The context manager will find
* context - > last_was_blit set on the unlock .
*/
ENTER_GL ( ) ;
ActivateContext ( myDevice , iface , CTXUSAGE_BLIT ) ;
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/* Select the correct read buffer, and give some debug output.
* There is no need to keep track of the current read buffer or reset it , every part of the code
* that reads sets the read buffer as desired .
*/
if ( ! swapchain ) {
/* Locking the primary render target which is not on a swapchain(=offscreen render target).
* Read from the back buffer
*/
TRACE ( " Locking offscreen render target \n " ) ;
glReadBuffer ( GL_BACK ) ;
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srcIsUpsideDown = TRUE ;
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} else {
if ( iface = = swapchain - > frontBuffer ) {
TRACE ( " Locking the front buffer \n " ) ;
glReadBuffer ( GL_FRONT ) ;
} else if ( swapchain - > backBuffer & & iface = = swapchain - > backBuffer [ 0 ] ) {
TRACE ( " Locking the back buffer \n " ) ;
glReadBuffer ( GL_BACK ) ;
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} else {
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/* Ok, there is an issue: OpenGL does not guarant any back buffer number, so all we can do is to read GL_BACK
* and hope it gives what the app wants
*/
FIXME ( " Application is locking a 2nd or higher back buffer \n " ) ;
glReadBuffer ( GL_BACK ) ;
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}
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IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
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srcIsUpsideDown = FALSE ;
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}
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switch ( wined3d_settings . rendertargetlock_mode ) {
case RTL_AUTO :
case RTL_READDRAW :
case RTL_READTEX :
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read_from_framebuffer ( This , & This - > lockedRect , This - > resource . allocatedMemory , pLockedRect - > Pitch , srcIsUpsideDown ) ;
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break ;
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case RTL_TEXDRAW :
case RTL_TEXTEX :
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read_from_framebuffer ( This , & This - > lockedRect , This - > resource . allocatedMemory , pLockedRect - > Pitch , srcIsUpsideDown ) ;
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FIXME ( " Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading \n " ) ;
break ;
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}
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LEAVE_GL ( ) ;
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/* Mark the local copy up to date if a full download was done */
if ( This - > lockedRect . left = = 0 & &
This - > lockedRect . top = = 0 & &
This - > lockedRect . right = = This - > currentDesc . Width & &
This - > lockedRect . bottom = = This - > currentDesc . Height ) {
This - > Flags & = ~ SFLAG_GLDIRTY ;
}
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} else if ( iface = = myDevice - > stencilBufferTarget ) {
/** 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 ) ) ) ;
*
* Depth Stencil surfaces which are not the current depth stencil target should have their data in a
* gl texture ( next path ) , or in local memory ( early return because of missing SFLAG_GLDIRTY above ) . If
* none of that is the case the problem is not in this function : - )
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
FIXME ( " Depth stencil locking not supported yet \n " ) ;
} else {
/* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
TRACE ( " locking an ordinarary surface \n " ) ;
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/* TODO: Make sure that *any* context is active for this thread. It is not important which context that is,
* nor that is has any special setup ( CTXUSAGE_LOADRESOURCE is fine ) , but the code below needs a context .
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* A context is guaranteed to be there in a single threaded environment , but not with multithreading
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*/
if ( 0 ! = This - > glDescription . textureName ) {
/* Now I have to copy thing bits back */
/* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
if ( GL_SUPPORT ( ARB_MULTITEXTURE ) ) {
ENTER_GL ( ) ;
GL_EXTCALL ( glActiveTextureARB ( GL_TEXTURE0_ARB ) ) ;
checkGLcall ( " glActiveTextureARB " ) ;
LEAVE_GL ( ) ;
}
IWineD3DDeviceImpl_MarkStateDirty ( This - > resource . wineD3DDevice , STATE_SAMPLER ( 0 ) ) ;
IWineD3DSurface_PreLoad ( iface ) ;
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surface_download_data ( This ) ;
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}
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/* The local copy is now up to date to the opengl one because a full download was done */
This - > Flags & = ~ SFLAG_GLDIRTY ;
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}
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lock_end :
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if ( Flags & ( WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY ) ) {
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/* Don't dirtify */
} else {
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IWineD3DBaseTexture * pBaseTexture ;
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/**
* Dirtify on lock
* as seen in msdn docs
*/
IWineD3DSurface_AddDirtyRect ( iface , & This - > lockedRect ) ;
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/** Dirtify Container if needed */
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if ( WINED3D_OK = = IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DBaseTexture , ( void * * ) & pBaseTexture ) & & pBaseTexture ! = NULL ) {
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TRACE ( " Making container dirty \n " ) ;
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IWineD3DBaseTexture_SetDirty ( pBaseTexture , TRUE ) ;
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IWineD3DBaseTexture_Release ( pBaseTexture ) ;
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} else {
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TRACE ( " Surface is standalone, no need to dirty the container \n " ) ;
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}
}
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TRACE ( " returning memory@%p, pitch(%d) dirtyfied(%d) \n " , pLockedRect - > pBits , pLockedRect - > Pitch , This - > Flags & SFLAG_DIRTY ? 0 : 1 ) ;
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return WINED3D_OK ;
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}
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static void flush_to_framebuffer_drawpixels ( IWineD3DSurfaceImpl * This ) {
GLint prev_store ;
GLint prev_rasterpos [ 4 ] ;
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GLint skipBytes = 0 ;
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BOOL storechanged = FALSE , memory_allocated = FALSE ;
2006-07-17 15:27:19 +00:00
GLint fmt , type ;
2007-02-13 19:24:00 +00:00
BYTE * mem ;
UINT bpp ;
UINT pitch = IWineD3DSurface_GetPitch ( ( IWineD3DSurface * ) This ) ; /* target is argb, 4 byte */
2006-07-17 15:27:19 +00:00
glDisable ( GL_TEXTURE_2D ) ;
vcheckGLcall ( " glDisable(GL_TEXTURE_2D) " ) ;
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 " ) ;
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv ( GL_UNPACK_ROW_LENGTH , & skipBytes ) ;
glPixelStorei ( GL_UNPACK_ROW_LENGTH , This - > currentDesc . Width ) ;
glRasterPos3i ( This - > lockedRect . left , This - > lockedRect . top , 1 ) ;
vcheckGLcall ( " glRasterPos2f " ) ;
/* 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 ] ;
}
switch ( This - > resource . format ) {
/* No special care needed */
case WINED3DFMT_A4R4G4B4 :
case WINED3DFMT_R5G6B5 :
case WINED3DFMT_A1R5G5B5 :
case WINED3DFMT_R8G8B8 :
type = This - > glDescription . glType ;
fmt = This - > glDescription . glFormat ;
mem = This - > resource . allocatedMemory ;
2007-02-13 19:24:00 +00:00
bpp = This - > bytesPerPixel ;
2006-07-17 15:27:19 +00:00
break ;
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 - - ;
}
type = This - > glDescription . glType ;
fmt = This - > glDescription . glFormat ;
mem = This - > resource . allocatedMemory ;
2007-02-13 19:24:00 +00:00
bpp = This - > bytesPerPixel ;
2006-07-17 15:27:19 +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 - - ;
}
type = This - > glDescription . glType ;
fmt = This - > glDescription . glFormat ;
mem = This - > resource . allocatedMemory ;
2007-02-13 19:24:00 +00:00
bpp = This - > bytesPerPixel ;
2006-07-17 15:27:19 +00:00
}
break ;
case WINED3DFMT_X8R8G8B8 :
{
/* make sure the X byte is set to alpha on, since it
2006-08-06 10:28:32 +00:00
could be any random value . This fixes the intro movie in Pirates ! */
2006-07-17 15:27:19 +00:00
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 - - ;
}
}
2006-08-06 10:28:32 +00:00
/* Fall through */
2006-07-17 15:27:19 +00:00
case WINED3DFMT_A8R8G8B8 :
{
glPixelStorei ( GL_PACK_SWAP_BYTES , TRUE ) ;
vcheckGLcall ( " glPixelStorei " ) ;
storechanged = TRUE ;
type = This - > glDescription . glType ;
fmt = This - > glDescription . glFormat ;
mem = This - > resource . allocatedMemory ;
2007-02-13 19:24:00 +00:00
bpp = This - > bytesPerPixel ;
2006-07-17 15:27:19 +00:00
}
break ;
case WINED3DFMT_A2R10G10B10 :
{
glPixelStorei ( GL_PACK_SWAP_BYTES , TRUE ) ;
vcheckGLcall ( " glPixelStorei " ) ;
storechanged = TRUE ;
type = This - > glDescription . glType ;
fmt = This - > glDescription . glFormat ;
mem = This - > resource . allocatedMemory ;
2007-02-13 19:24:00 +00:00
bpp = This - > bytesPerPixel ;
2006-07-17 15:27:19 +00:00
}
break ;
case WINED3DFMT_P8 :
{
2006-07-28 11:57:49 +00:00
int height = This - > glRect . bottom - This - > glRect . top ;
2006-07-17 15:27:19 +00:00
type = GL_UNSIGNED_BYTE ;
fmt = GL_RGBA ;
mem = HeapAlloc ( GetProcessHeap ( ) , 0 , This - > resource . size * sizeof ( DWORD ) ) ;
if ( ! mem ) {
ERR ( " Out of memory \n " ) ;
return ;
}
2007-02-13 19:21:44 +00:00
memory_allocated = TRUE ;
2006-07-28 11:57:49 +00:00
d3dfmt_convert_surface ( This - > resource . allocatedMemory ,
mem ,
2006-10-05 19:35:10 +00:00
pitch ,
2006-11-06 18:45:10 +00:00
pitch ,
2006-10-05 19:35:10 +00:00
height ,
pitch * 4 ,
2006-07-28 11:57:49 +00:00
CONVERT_PALETTED ,
This ) ;
2007-02-13 19:24:00 +00:00
bpp = This - > bytesPerPixel * 4 ;
pitch * = 4 ;
2006-07-17 15:27:19 +00:00
}
break ;
default :
FIXME ( " Unsupported Format %u in locking func \n " , This - > resource . format ) ;
/* Give it a try */
type = This - > glDescription . glType ;
fmt = This - > glDescription . glFormat ;
mem = This - > resource . allocatedMemory ;
2007-02-13 19:24:00 +00:00
bpp = This - > bytesPerPixel ;
2006-07-17 15:27:19 +00:00
}
glDrawPixels ( This - > lockedRect . right - This - > lockedRect . left ,
( This - > lockedRect . bottom - This - > lockedRect . top ) - 1 ,
fmt , type ,
2007-02-13 19:24:00 +00:00
mem + bpp * This - > lockedRect . left + pitch * This - > lockedRect . top ) ;
2006-07-17 15:27:19 +00:00
checkGLcall ( " glDrawPixels " ) ;
glPixelZoom ( 1.0 , 1.0 ) ;
vcheckGLcall ( " glPixelZoom " ) ;
glRasterPos3iv ( & prev_rasterpos [ 0 ] ) ;
vcheckGLcall ( " glRasterPos3iv " ) ;
/* Reset to previous pack row length */
glPixelStorei ( GL_UNPACK_ROW_LENGTH , skipBytes ) ;
vcheckGLcall ( " glPixelStorei GL_UNPACK_ROW_LENGTH " ) ;
if ( storechanged ) {
glPixelStorei ( GL_PACK_SWAP_BYTES , prev_store ) ;
vcheckGLcall ( " glPixelStorei GL_PACK_SWAP_BYTES " ) ;
}
2007-02-15 02:04:40 +00:00
/* Blitting environment requires that 2D texturing is enabled. It was turned off before,
* turn it on again
*/
glEnable ( GL_TEXTURE_2D ) ;
checkGLcall ( " glEnable(GL_TEXTURE_2D) " ) ;
2007-02-13 19:21:44 +00:00
if ( memory_allocated ) HeapFree ( GetProcessHeap ( ) , 0 , mem ) ;
2006-07-17 15:27:19 +00:00
return ;
}
2007-02-13 19:24:00 +00:00
static void flush_to_framebuffer_texture ( IWineD3DSurfaceImpl * This ) {
2006-07-27 22:43:38 +00:00
float glTexCoord [ 4 ] ;
2007-02-13 19:24:00 +00:00
glTexCoord [ 0 ] = ( float ) This - > lockedRect . left / ( float ) This - > pow2Width ; /* left */
glTexCoord [ 1 ] = ( float ) This - > lockedRect . right / ( float ) This - > pow2Width ; /* right */
glTexCoord [ 2 ] = ( float ) This - > lockedRect . top / ( float ) This - > pow2Height ; /* top */
glTexCoord [ 3 ] = ( float ) This - > lockedRect . bottom / ( float ) This - > pow2Height ; /* bottom */
2006-07-27 22:43:38 +00:00
2007-02-13 19:24:00 +00:00
IWineD3DSurface_PreLoad ( ( IWineD3DSurface * ) This ) ;
2006-07-27 22:43:38 +00:00
ENTER_GL ( ) ;
glBindTexture ( GL_TEXTURE_2D , This - > glDescription . textureName ) ;
checkGLcall ( " glEnable glBindTexture " ) ;
/* 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 " ) ;
/* Start drawing a quad */
glBegin ( GL_QUADS ) ;
glColor3d ( 1.0f , 1.0f , 1.0f ) ;
glTexCoord2f ( glTexCoord [ 0 ] , glTexCoord [ 2 ] ) ;
2007-02-13 19:24:00 +00:00
glVertex3f ( This - > lockedRect . left , This - > lockedRect . top , 0.0 ) ;
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glTexCoord2f ( glTexCoord [ 0 ] , glTexCoord [ 3 ] ) ;
2007-02-13 19:24:00 +00:00
glVertex3f ( This - > lockedRect . left , This - > lockedRect . bottom , 0.0 ) ;
2006-07-27 22:43:38 +00:00
glTexCoord2f ( glTexCoord [ 1 ] , glTexCoord [ 3 ] ) ;
2007-02-13 19:24:00 +00:00
glVertex3d ( This - > lockedRect . right , This - > lockedRect . bottom , 0.0 ) ;
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glTexCoord2f ( glTexCoord [ 1 ] , glTexCoord [ 2 ] ) ;
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glVertex3f ( This - > lockedRect . right , This - > lockedRect . top , 0.0 ) ;
2006-07-27 22:43:38 +00:00
glEnd ( ) ;
checkGLcall ( " glEnd " ) ;
/* Unbind the texture */
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
checkGLcall ( " glEnable glBindTexture " ) ;
LEAVE_GL ( ) ;
}
2006-07-17 15:27:19 +00:00
static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect ( IWineD3DSurface * iface ) {
2005-01-09 17:37:02 +00:00
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
2005-07-07 20:35:05 +00:00
IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
IWineD3DSwapChainImpl * swapchain = NULL ;
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
}
2007-02-13 19:21:44 +00:00
TRACE ( " (%p) : dirtyfied(%d) \n " , This , 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 ;
}
2007-02-13 19:21:44 +00:00
IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) ;
if ( swapchain | | iface = = myDevice - > render_targets [ 0 ] ) {
if ( wined3d_settings . rendertargetlock_mode = = RTL_DISABLE ) {
static BOOL warned = FALSE ;
if ( ! warned ) {
ERR ( " The application tries to write to the render target, but render target locking is disabled \n " ) ;
warned = TRUE ;
2006-12-19 22:26:39 +00:00
}
2007-02-13 19:21:44 +00:00
if ( swapchain ) IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
goto unlock_end ;
2006-12-19 22:26:39 +00:00
}
2005-01-09 17:37:02 +00:00
2007-02-13 19:21:44 +00:00
/* Activate the correct context for the render target */
ENTER_GL ( ) ;
ActivateContext ( myDevice , iface , CTXUSAGE_BLIT ) ;
2005-01-09 17:37:02 +00:00
2007-02-13 19:21:44 +00:00
if ( ! swapchain ) {
/* Primary offscreen render target */
TRACE ( " Offscreen render target \n " ) ;
glDrawBuffer ( GL_BACK ) ;
checkGLcall ( " glDrawBuffer(GL_BACK) " ) ;
} else {
if ( iface = = swapchain - > frontBuffer ) {
TRACE ( " Onscreen front buffer \n " ) ;
2005-01-09 17:37:02 +00:00
glDrawBuffer ( GL_FRONT ) ;
2007-02-13 19:21:44 +00:00
checkGLcall ( " glDrawBuffer(GL_FRONT) " ) ;
} else if ( iface = = swapchain - > backBuffer [ 0 ] ) {
TRACE ( " Onscreen back buffer \n " ) ;
2006-06-04 14:42:57 +00:00
glDrawBuffer ( GL_BACK ) ;
2007-02-13 19:21:44 +00:00
checkGLcall ( " glDrawBuffer(GL_BACK) " ) ;
} else {
FIXME ( " Unlocking a higher back buffer \n " ) ;
2006-06-24 10:32:18 +00:00
glDrawBuffer ( GL_BACK ) ;
2007-02-13 19:21:44 +00:00
checkGLcall ( " glDrawBuffer(GL_BACK) " ) ;
2006-06-24 10:32:18 +00:00
}
2007-02-13 19:21:44 +00:00
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
2005-01-09 17:37:02 +00:00
}
2007-02-13 19:21:44 +00:00
switch ( wined3d_settings . rendertargetlock_mode ) {
case RTL_AUTO :
case RTL_READDRAW :
case RTL_TEXDRAW :
flush_to_framebuffer_drawpixels ( This ) ;
break ;
2005-01-09 17:37:02 +00:00
2007-02-13 19:21:44 +00:00
case RTL_READTEX :
case RTL_TEXTEX :
2007-02-13 19:24:00 +00:00
flush_to_framebuffer_texture ( This ) ;
2007-02-13 19:21:44 +00:00
break ;
}
if ( ! swapchain | | swapchain - > backBuffer ) {
glDrawBuffer ( GL_BACK ) ;
checkGLcall ( " glDrawBuffer(GL_BACK) " ) ;
2005-01-09 17:37:02 +00:00
} else {
2007-02-13 19:21:44 +00:00
glDrawBuffer ( GL_FRONT ) ;
checkGLcall ( " glDrawBuffer(GL_FRONT) " ) ;
2005-01-09 17:37:02 +00:00
}
2007-02-13 19:21:44 +00:00
LEAVE_GL ( ) ;
2005-01-09 17:37:02 +00:00
2007-02-13 19:21:44 +00:00
/** restore clean dirty state */
IWineD3DSurface_CleanDirtyRect ( iface ) ;
} else if ( iface = = myDevice - > stencilBufferTarget ) {
FIXME ( " Depth Stencil buffer locking is not implemented \n " ) ;
2005-01-09 17:37:02 +00:00
} else {
2007-02-13 19:21:44 +00:00
/* The rest should be a normal texture */
IWineD3DBaseTextureImpl * impl ;
/* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
* Can ' t load the texture here because PreLoad may destroy and recreate the gl texture , so sampler
* states need resetting
*/
if ( IWineD3DSurface_GetContainer ( iface , & IID_IWineD3DBaseTexture , ( void * * ) & impl ) = = WINED3D_OK ) {
if ( impl - > baseTexture . bindCount ) {
IWineD3DDeviceImpl_MarkStateDirty ( myDevice , STATE_SAMPLER ( impl - > baseTexture . sampler ) ) ;
}
IWineD3DBaseTexture_Release ( ( IWineD3DBaseTexture * ) impl ) ;
}
2005-01-09 17:37:02 +00:00
}
unlock_end :
2006-05-06 14:15:37 +00:00
This - > Flags & = ~ SFLAG_LOCKED ;
2005-01-09 17:37:02 +00:00
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 ] ;
2006-06-21 08:36:14 +00:00
const PixelFormatDesc * formatEntry = getFormatDescEntry ( This - > resource . format ) ;
2006-05-06 16:08:33 +00:00
TRACE ( " (%p)->(%p) \n " , This , pHDC ) ;
2006-07-25 14:38:02 +00:00
if ( This - > Flags & SFLAG_USERPTR ) {
ERR ( " Not supported on surfaces with an application-provided surfaces \n " ) ;
return DDERR_NODC ;
}
2006-05-06 16:08:33 +00:00
/* 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 ) {
2006-07-16 08:08:26 +00:00
int extraline = 0 ;
SYSTEM_INFO sysInfo ;
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 ;
}
2006-08-16 20:35:58 +00:00
if ( ! b_info )
return E_OUTOFMEMORY ;
2006-07-16 08:08:26 +00:00
/* Some apps access the surface in via DWORDs, and do not take the necessary care at the end of the
* surface . So we need at least extra 4 bytes at the end of the surface . Check against the page size ,
* if the last page used for the surface has at least 4 spare bytes we ' re safe , otherwise
* add an extra line to the dib section
*/
GetSystemInfo ( & sysInfo ) ;
if ( ( ( This - > resource . size + 3 ) % sysInfo . dwPageSize ) < 4 ) {
extraline = 1 ;
TRACE ( " Adding an extra line to the dib section \n " ) ;
}
2006-05-06 16:08:33 +00:00
b_info - > bmiHeader . biSize = sizeof ( BITMAPINFOHEADER ) ;
2007-02-13 19:21:48 +00:00
b_info - > bmiHeader . biWidth = This - > currentDesc . Width ;
b_info - > bmiHeader . biHeight = - This - > currentDesc . Height - extraline ;
b_info - > bmiHeader . biSizeImage = ( This - > currentDesc . Height + extraline ) * IWineD3DSurface_GetPitch ( iface ) ;
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 ) {
2006-05-06 16:08:33 +00:00
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 ;
}
2007-01-02 16:16:36 +00:00
ddc = GetDC ( 0 ) ;
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 ( ) ) ;
}
2006-10-01 03:20:10 +00:00
TRACE ( " Creating a DIB section with size %dx%dx%d, size=%d \n " , b_info - > bmiHeader . biWidth , b_info - > bmiHeader . biHeight , b_info - > bmiHeader . biBitCount , b_info - > bmiHeader . biSizeImage ) ;
2006-05-06 16:08:33 +00:00
This - > dib . DIBsection = CreateDIBSection ( ddc , b_info , usage , & This - > dib . bitmap_data , 0 /* Handle */ , 0 /* Offset */ ) ;
2007-01-02 16:16:36 +00:00
ReleaseDC ( 0 , ddc ) ;
2006-05-06 16:08:33 +00:00
2006-05-09 19:04:07 +00:00
if ( ! This - > dib . DIBsection ) {
2006-05-06 16:08:33 +00:00
ERR ( " CreateDIBSection failed! \n " ) ;
2006-08-16 20:35:58 +00:00
HeapFree ( GetProcessHeap ( ) , 0 , b_info ) ;
2006-05-06 16:08:33 +00:00
return HRESULT_FROM_WIN32 ( GetLastError ( ) ) ;
}
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
}
2006-08-16 20:35:58 +00:00
HeapFree ( GetProcessHeap ( ) , 0 , b_info ) ;
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 ) ) {
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ERR ( " IWineD3DSurface_LockRect failed with hr = %08x \n " , hr ) ;
2006-05-06 16:08:33 +00:00
/* keep the dib section */
return hr ;
}
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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 ;
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TRACE ( " (%p)->(%p) \n " , This , hDC ) ;
if ( ! ( This - > Flags & SFLAG_DCINUSE ) )
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return WINED3DERR_INVALIDCALL ;
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/* 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
2006-08-03 10:39:04 +00:00
HRESULT d3dfmt_get_conv ( IWineD3DSurfaceImpl * This , BOOL need_alpha_ck , BOOL use_texturing , GLenum * format , GLenum * internal , GLenum * type , CONVERT_TYPES * convert , int * target_bpp ) {
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BOOL colorkey_active = need_alpha_ck & & ( This - > CKeyFlags & DDSD_CKSRCBLT ) ;
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const PixelFormatDesc * formatEntry = getFormatDescEntry ( This - > resource . format ) ;
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/* Default values: From the surface */
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* format = formatEntry - > glFormat ;
* internal = formatEntry - > glInternal ;
* type = formatEntry - > glType ;
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* 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
* * * * * * * * * * * * * * * * */
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/* Use conversion when the paletted texture extension is not available, or when it is available make sure it is used
* for texturing as it won ' t work for calls like glDraw - / glReadPixels and further also use conversion in case of color keying .
*/
if ( ! GL_SUPPORT ( EXT_PALETTED_TEXTURE ) | | colorkey_active | | ( ! use_texturing & & GL_SUPPORT ( EXT_PALETTED_TEXTURE ) ) ) {
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* format = GL_RGBA ;
* internal = GL_RGBA ;
* type = GL_UNSIGNED_BYTE ;
* target_bpp = 4 ;
if ( colorkey_active ) {
* convert = CONVERT_PALETTED_CK ;
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} else {
* convert = CONVERT_PALETTED ;
2006-05-22 21:49:09 +00:00
}
}
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 ;
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case WINED3DFMT_V8U8 :
* convert = CONVERT_V8U8 ;
* format = GL_BGR ;
* internal = GL_RGB8 ;
* type = GL_BYTE ;
* target_bpp = 3 ;
break ;
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default :
break ;
}
return WINED3D_OK ;
}
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HRESULT d3dfmt_convert_surface ( BYTE * src , BYTE * dst , UINT pitch , UINT width , UINT height , UINT outpitch , CONVERT_TYPES convert , IWineD3DSurfaceImpl * surf ) {
BYTE * source , * dest ;
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TRACE ( " (%p)->(%p),(%d,%d,%d,%d,%p) \n " , src , dst , pitch , height , outpitch , convert , surf ) ;
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switch ( convert ) {
case NO_CONVERSION :
{
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memcpy ( dst , src , pitch * height ) ;
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break ;
}
case CONVERT_PALETTED :
case CONVERT_PALETTED_CK :
{
IWineD3DPaletteImpl * pal = surf - > palette ;
BYTE table [ 256 ] [ 4 ] ;
unsigned int i ;
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unsigned int x , y ;
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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 ;
}
}
}
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for ( y = 0 ; y < height ; y + + )
{
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source = src + pitch * y ;
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dest = dst + outpitch * y ;
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/* This is an 1 bpp format, using the width here is fine */
for ( x = 0 ; x < width ; x + + ) {
BYTE color = * source + + ;
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* dest + + = table [ color ] [ 0 ] ;
* dest + + = table [ color ] [ 1 ] ;
* dest + + = table [ color ] [ 2 ] ;
* dest + + = table [ color ] [ 3 ] ;
}
2006-05-22 21:49:09 +00:00
}
}
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 .
2006-10-05 19:31:50 +00:00
Note2 : Nvidia documents say that their driver does not support alpha + color keying
on the same surface and disables color keying in such a case
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*/
2006-10-05 19:35:10 +00:00
unsigned int x , y ;
WORD * Source ;
WORD * Dest ;
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TRACE ( " Color keyed 565 \n " ) ;
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for ( y = 0 ; y < height ; y + + ) {
Source = ( WORD * ) ( src + y * pitch ) ;
Dest = ( WORD * ) ( dst + y * outpitch ) ;
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for ( x = 0 ; x < width ; x + + ) {
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WORD color = * Source + + ;
* Dest = ( ( color & 0xFFC0 ) | ( ( color & 0x1F ) < < 1 ) ) ;
if ( ( color < surf - > SrcBltCKey . dwColorSpaceLowValue ) | |
( color > surf - > SrcBltCKey . dwColorSpaceHighValue ) ) {
* Dest | = 0x0001 ;
}
Dest + + ;
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}
}
}
break ;
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case CONVERT_V8U8 :
{
unsigned int x , y ;
short * Source ;
char * Dest ;
for ( y = 0 ; y < height ; y + + ) {
Source = ( short * ) ( src + y * pitch ) ;
Dest = ( char * ) ( dst + y * outpitch ) ;
for ( x = 0 ; x < width ; x + + ) {
long color = ( * Source + + ) ;
Dest [ 0 ] = color > > 8 ;
Dest [ 1 ] = color ;
Dest [ 2 ] = 0xff ;
Dest + = 3 ;
}
}
break ;
}
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default :
ERR ( " Unsupported conversation type %d \n " , convert ) ;
}
return WINED3D_OK ;
}
2006-08-03 10:39:04 +00:00
/* This function is used in case of 8bit paletted textures to upload the palette.
For now it only supports GL_EXT_paletted_texture extension but support for other
2006-11-06 23:37:42 +00:00
extensions like ARB_fragment_program and ATI_fragment_shaders will be added as well .
2006-08-03 10:39:04 +00:00
*/
void d3dfmt_p8_upload_palette ( IWineD3DSurface * iface , CONVERT_TYPES convert ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DPaletteImpl * pal = This - > palette ;
BYTE table [ 256 ] [ 4 ] ;
int i ;
if ( pal = = NULL ) {
/* Still no palette? Use the device's palette */
/* Get the surface's palette */
for ( i = 0 ; i < 256 ; i + + ) {
IWineD3DDeviceImpl * device = This - > 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 > = This - > SrcBltCKey . dwColorSpaceLowValue ) & &
( i < = This - > 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 > = This - > SrcBltCKey . dwColorSpaceLowValue ) & &
( i < = This - > 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 ;
}
}
}
GL_EXTCALL ( glColorTableEXT ( GL_TEXTURE_2D , GL_RGBA , 256 , GL_RGBA , GL_UNSIGNED_BYTE , table ) ) ;
}
2007-02-19 14:23:36 +00:00
static BOOL palette9_changed ( IWineD3DSurfaceImpl * This ) {
IWineD3DDeviceImpl * device = This - > resource . wineD3DDevice ;
if ( This - > palette | | ( This - > resource . format ! = WINED3DFMT_P8 & & This - > resource . format ! = WINED3DFMT_A8P8 ) ) {
/* If a ddraw-style palette is attached assume no d3d9 palette change.
* Also the palette isn ' t interesting if the surface format isn ' t P8 or A8P8
*/
return FALSE ;
}
if ( This - > palette9 ) {
if ( memcmp ( This - > palette9 , & device - > palettes [ device - > currentPalette ] , sizeof ( PALETTEENTRY ) * 256 ) = = 0 ) {
return FALSE ;
}
} else {
This - > palette9 = ( PALETTEENTRY * ) HeapAlloc ( GetProcessHeap ( ) , 0 , sizeof ( PALETTEENTRY ) * 256 ) ;
}
memcpy ( This - > palette9 , & device - > palettes [ device - > currentPalette ] , sizeof ( PALETTEENTRY ) * 256 ) ;
return TRUE ;
}
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static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture ( IWineD3DSurface * iface ) {
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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GLenum format , internal , type ;
CONVERT_TYPES convert ;
int bpp ;
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int width , pitch , outpitch ;
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BYTE * mem ;
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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 ;
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}
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if ( This - > Flags & SFLAG_DIRTY ) {
TRACE ( " Reloading because surface is dirty \n " ) ;
} else if ( /* Reload: gl texture has ck, now no ckey is set OR */
2006-07-26 21:19:04 +00:00
( ( This - > Flags & SFLAG_GLCKEY ) & & ( ! ( This - > CKeyFlags & DDSD_CKSRCBLT ) ) ) | |
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/* Reload: vice versa OR */
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( ( ! ( This - > Flags & SFLAG_GLCKEY ) ) & & ( This - > CKeyFlags & DDSD_CKSRCBLT ) ) | |
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/* Also reload: Color key is active AND the color key has changed */
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( ( This - > CKeyFlags & DDSD_CKSRCBLT ) & & (
( This - > glCKey . dwColorSpaceLowValue ! = This - > SrcBltCKey . dwColorSpaceLowValue ) | |
( This - > glCKey . dwColorSpaceHighValue ! = This - > SrcBltCKey . dwColorSpaceHighValue ) ) ) ) {
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TRACE ( " Reloading because of color keying \n " ) ;
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} else if ( palette9_changed ( This ) ) {
TRACE ( " Reloading surface because the d3d8/9 palette was changed \n " ) ;
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} else {
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TRACE ( " surface isn't dirty \n " ) ;
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return WINED3D_OK ;
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}
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 .
*/
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if ( This - > resource . pool = = WINED3DPOOL_SCRATCH & & ! ( This - > Flags & SFLAG_FORCELOAD ) )
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{
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FIXME ( " (%p) Operation not supported for scratch textures \n " , This ) ;
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return WINED3DERR_INVALIDCALL ;
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}
2005-01-09 17:37:02 +00:00
2006-05-06 14:15:37 +00:00
if ( This - > Flags & SFLAG_INPBUFFER ) {
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if ( This - > glDescription . level ! = 0 )
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FIXME ( " Surface in texture is only supported for level 0 \n " ) ;
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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 ) ;
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else {
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GLint prevRead ;
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ENTER_GL ( ) ;
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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 ,
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0 ,
0 ,
This - > currentDesc . Width ,
This - > currentDesc . Height ,
0 ) ;
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checkGLcall ( " glCopyTexImage2D " ) ;
glReadBuffer ( prevRead ) ;
vcheckGLcall ( " glReadBuffer " ) ;
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LEAVE_GL ( ) ;
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TRACE ( " Updating target %d \n " , This - > glDescription . target ) ;
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This - > Flags | = SFLAG_INTEXTURE ;
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}
2006-04-07 10:51:12 +00:00
return WINED3D_OK ;
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}
2006-09-11 16:51:18 +00:00
if ( This - > CKeyFlags & DDSD_CKSRCBLT ) {
This - > Flags | = SFLAG_GLCKEY ;
This - > glCKey = This - > SrcBltCKey ;
}
else This - > Flags & = ~ SFLAG_GLCKEY ;
2005-01-09 17:37:02 +00:00
2006-09-11 16:51:18 +00:00
d3dfmt_get_conv ( This , TRUE /* We need color keying */ , TRUE /* We will use textures */ , & format , & internal , & type , & convert , & bpp ) ;
2005-01-09 17:37:02 +00:00
2006-10-05 18:04:07 +00:00
/* The width is in 'length' not in bytes */
2007-02-13 19:21:48 +00:00
width = This - > currentDesc . Width ;
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pitch = IWineD3DSurface_GetPitch ( iface ) ;
2006-09-11 16:51:18 +00:00
if ( ( convert ! = NO_CONVERSION ) & & This - > resource . allocatedMemory ) {
2007-02-15 12:52:21 +00:00
int height = This - > currentDesc . Height ;
2005-07-13 11:34:55 +00:00
2006-10-05 19:35:10 +00:00
/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
outpitch = width * bpp ;
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outpitch = ( outpitch + SURFACE_ALIGNMENT - 1 ) & ~ ( SURFACE_ALIGNMENT - 1 ) ;
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mem = HeapAlloc ( GetProcessHeap ( ) , 0 , outpitch * height ) ;
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if ( ! mem ) {
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ERR ( " Out of memory %d, %d! \n " , outpitch , height ) ;
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return WINED3DERR_OUTOFVIDEOMEMORY ;
2005-01-09 17:37:02 +00:00
}
2006-11-06 18:45:10 +00:00
d3dfmt_convert_surface ( This - > resource . allocatedMemory , mem , pitch , width , height , outpitch , convert , This ) ;
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This - > Flags | = SFLAG_CONVERTED ;
} else if ( This - > resource . format = = WINED3DFMT_P8 & & GL_SUPPORT ( EXT_PALETTED_TEXTURE ) ) {
d3dfmt_p8_upload_palette ( iface , convert ) ;
This - > Flags & = ~ SFLAG_CONVERTED ;
mem = This - > resource . allocatedMemory ;
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} else {
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This - > Flags & = ~ SFLAG_CONVERTED ;
mem = This - > resource . allocatedMemory ;
}
2006-05-22 21:49:09 +00:00
2006-09-11 16:51:18 +00:00
/* Make sure the correct pitch is used */
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glPixelStorei ( GL_UNPACK_ROW_LENGTH , width ) ;
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if ( ( This - > Flags & SFLAG_NONPOW2 ) & & ! ( This - > Flags & SFLAG_OVERSIZE ) ) {
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TRACE ( " non power of two support \n " ) ;
surface_allocate_surface ( This , internal , This - > pow2Width , This - > pow2Height , format , type ) ;
if ( mem ) {
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surface_upload_data ( This , This - > currentDesc . Width , This - > currentDesc . Height , format , type , mem ) ;
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}
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} else {
surface_allocate_surface ( This , internal , This - > glRect . right - This - > glRect . left , This - > glRect . bottom - This - > glRect . top , format , type ) ;
if ( mem ) {
surface_upload_data ( This , This - > glRect . right - This - > glRect . left , This - > glRect . bottom - This - > glRect . top , format , type , mem ) ;
}
}
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/* Restore the default pitch */
glPixelStorei ( GL_UNPACK_ROW_LENGTH , 0 ) ;
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2006-09-11 16:51:18 +00:00
if ( mem ! = This - > resource . allocatedMemory )
HeapFree ( GetProcessHeap ( ) , 0 , mem ) ;
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#if 0
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{
static unsigned int gen = 0 ;
char buffer [ 4096 ] ;
+ + gen ;
if ( ( gen % 10 ) = = 0 ) {
snprintf ( buffer , sizeof ( buffer ) , " /tmp/surface%p_type%u_level%u_%u.ppm " , This , This - > glDescription . target , This - > glDescription . level , gen ) ;
IWineD3DSurfaceImpl_SaveSnapshot ( iface , buffer ) ;
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}
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/*
* debugging crash code
if ( gen = = 250 ) {
void * * test = NULL ;
* test = 0 ;
}
*/
}
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# endif
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if ( ! ( This - > Flags & SFLAG_DONOTFREE ) ) {
HeapFree ( GetProcessHeap ( ) , 0 , This - > resource . allocatedMemory ) ;
This - > resource . allocatedMemory = NULL ;
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}
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return WINED3D_OK ;
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}
# include <errno.h>
# include <stdio.h>
HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot ( IWineD3DSurface * iface , const char * filename ) {
FILE * f = NULL ;
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UINT i , y ;
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IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
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char * allocatedMemory ;
char * textureRow ;
IWineD3DSwapChain * swapChain = NULL ;
int width , height ;
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GLuint tmpTexture = 0 ;
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DWORD color ;
/*FIXME:
Textures my not be stored in - > allocatedgMemory and a GlTexture
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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 ) ;
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if ( swapChain | | ( This - > Flags & SFLAG_INPBUFFER ) ) { /* if were not a real texture then read the back buffer into a real texture*/
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/* 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 */
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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 ( ) ;
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f = fopen ( filename , " w+ " ) ;
if ( NULL = = f ) {
ERR ( " opening of %s failed with: %s \n " , filename , strerror ( errno ) ) ;
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return WINED3DERR_INVALIDCALL ;
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}
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/* 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:(%d,%d,%d,%d) \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 ;
}
2006-10-01 03:20:10 +00:00
TRACE ( " (%p) : Dirty?%d, Rect:(%d,%d,%d,%d) \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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2005-03-14 10:12:52 +00:00
TRACE ( " Setting container to %p from %p \n " , container , This - > container ) ;
This - > container = container ;
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2006-04-07 10:51:12 +00:00
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 ;
2005-11-02 20:01:54 +00:00
} else if ( format = = WINED3DFMT_DXT2 | | format = = WINED3DFMT_DXT3 | |
format = = WINED3DFMT_DXT4 | | format = = WINED3DFMT_DXT5 ) {
2006-06-21 08:36:14 +00:00
This - > resource . size = ( ( max ( This - > pow2Width , 4 ) * formatEntry - > bpp ) * max ( This - > pow2Height , 4 ) ) ;
2005-11-02 20:01:54 +00:00
} else {
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This - > resource . size = ( ( This - > pow2Width * formatEntry - > bpp ) + SURFACE_ALIGNMENT - 1 ) & ~ ( SURFACE_ALIGNMENT - 1 ) ;
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This - > resource . size * = 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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} else {
This - > bytesPerPixel = 0 ;
}
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This - > Flags | = ( WINED3DFMT_D16_LOCKABLE = = format ) ? SFLAG_LOCKABLE : 0 ;
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This - > resource . format = format ;
2007-02-13 19:21:41 +00:00
TRACE ( " (%p) : Size %d, bytesPerPixel %d, glFormat %d, glFotmatInternal %d, glType %d \n " , This , This - > resource . size , This - > bytesPerPixel , This - > glDescription . glFormat , This - > glDescription . glFormatInternal , This - > glDescription . glType ) ;
2005-11-02 20:01:54 +00:00
2006-04-07 10:51:12 +00:00
return WINED3D_OK ;
2005-11-02 20:01:54 +00:00
}
2006-07-25 14:38:02 +00:00
HRESULT WINAPI IWineD3DSurfaceImpl_SetMem ( IWineD3DSurface * iface , void * Mem ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
/* Render targets depend on their hdc, and we can't create a hdc on a user pointer */
if ( This - > resource . usage & WINED3DUSAGE_RENDERTARGET ) {
ERR ( " Not supported on render targets \n " ) ;
return WINED3DERR_INVALIDCALL ;
}
if ( This - > Flags & ( SFLAG_LOCKED | SFLAG_DCINUSE ) ) {
WARN ( " Surface is locked or the HDC is in use \n " ) ;
return WINED3DERR_INVALIDCALL ;
}
if ( Mem & & Mem ! = This - > resource . allocatedMemory ) {
/* Do I have to copy the old surface content? */
if ( This - > Flags & SFLAG_DIBSECTION ) {
/* Release the DC. No need to hold the critical section for the update
* Thread because this thread runs only on front buffers , but this method
* fails for render targets in the check above .
*/
SelectObject ( This - > hDC , This - > dib . holdbitmap ) ;
DeleteDC ( This - > hDC ) ;
/* Release the DIB section */
DeleteObject ( This - > dib . DIBsection ) ;
This - > dib . bitmap_data = NULL ;
This - > resource . allocatedMemory = NULL ;
This - > hDC = NULL ;
This - > Flags & = ~ SFLAG_DIBSECTION ;
} else if ( ! ( This - > Flags & SFLAG_USERPTR ) ) {
HeapFree ( GetProcessHeap ( ) , 0 , This - > resource . allocatedMemory ) ;
}
This - > resource . allocatedMemory = Mem ;
This - > Flags | = SFLAG_USERPTR ;
} else if ( This - > Flags & SFLAG_USERPTR ) {
/* Lockrect and GetDC will re-create the dib section and allocated memory */
This - > resource . allocatedMemory = NULL ;
This - > Flags & = ~ SFLAG_USERPTR ;
}
return WINED3D_OK ;
}
2005-03-14 10:12:52 +00:00
/* TODO: replace this function with context management routines */
HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState ( IWineD3DSurface * iface , BOOL inPBuffer , BOOL inTexture ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
2005-07-13 14:15:54 +00:00
2006-05-06 14:15:37 +00:00
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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}
2006-06-10 11:15:32 +00:00
static HRESULT WINAPI IWineD3DSurfaceImpl_Flip ( IWineD3DSurface * iface , IWineD3DSurface * override , DWORD Flags ) {
2006-05-09 17:49:24 +00:00
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DDevice * D3D = ( IWineD3DDevice * ) This - > resource . wineD3DDevice ;
2006-10-01 03:20:10 +00:00
TRACE ( " (%p)->(%p,%x) \n " , This , override , Flags ) ;
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/* 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 ) ;
2006-04-12 20:32:44 +00:00
}
2007-02-12 18:18:46 +00:00
/* Does a direct frame buffer -> texture copy. Stretching is done
* with single pixel copy calls
*/
static inline void fb_copy_to_texture_direct ( IWineD3DSurfaceImpl * This , IWineD3DSurface * SrcSurface , IWineD3DSwapChainImpl * swapchain , WINED3DRECT * srect , WINED3DRECT * drect , BOOL upsidedown ) {
IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
float xrel , yrel ;
UINT row ;
BOOL warned = FALSE ; /* deliberately not static */
IWineD3DSurfaceImpl * Src = ( IWineD3DSurfaceImpl * ) SrcSurface ;
ENTER_GL ( ) ;
ActivateContext ( myDevice , SrcSurface , CTXUSAGE_BLIT ) ;
/* Bind the target texture */
glBindTexture ( GL_TEXTURE_2D , This - > glDescription . textureName ) ;
checkGLcall ( " glBindTexture " ) ;
2007-02-15 02:02:39 +00:00
if ( ! swapchain | | ( 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 ) ( drect - > x2 - drect - > x1 ) ;
yrel = ( float ) ( srect - > y2 - srect - > y1 ) / ( float ) ( drect - > y2 - drect - > y1 ) ;
if ( ( xrel - 1.0 < - eps ) | | ( xrel - 1.0 > eps ) ) {
FIXME ( " Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues \n " ) ;
}
if ( upsidedown & &
! ( ( xrel - 1.0 < - eps ) | | ( xrel - 1.0 > eps ) ) & &
! ( ( yrel - 1.0 < - eps ) | | ( yrel - 1.0 > eps ) ) ) {
/* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
glCopyTexSubImage2D ( This - > glDescription . target ,
This - > glDescription . level ,
drect - > x1 , drect - > y1 , /* xoffset, yoffset */
srect - > x1 , Src - > currentDesc . Height - srect - > y2 ,
drect - > x2 - drect - > x1 , drect - > y2 - drect - > y1 ) ;
} else {
UINT yoffset = Src - > currentDesc . Height - srect - > y1 + drect - > y1 - 1 ;
/* 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 = drect - > y1 ; row < drect - > 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 ;
if ( ! warned ) {
warned = TRUE ;
FIXME ( " Doing a pixel by pixel render target -> texture copy, expect performance issues \n " ) ;
}
for ( col = drect - > x1 ; col < drect - > x2 ; col + + ) {
glCopyTexSubImage2D ( This - > glDescription . target ,
This - > glDescription . level ,
drect - > x1 + col , row , /* xoffset, yoffset */
srect - > x1 + col * xrel , yoffset - ( int ) ( row * yrel ) ,
1 , 1 ) ;
}
} else {
glCopyTexSubImage2D ( This - > glDescription . target ,
This - > glDescription . level ,
drect - > x1 , row , /* xoffset, yoffset */
srect - > x1 , yoffset - ( int ) ( row * yrel ) ,
drect - > x2 - drect - > x1 , 1 ) ;
}
}
}
vcheckGLcall ( " glCopyTexSubImage2D " ) ;
LEAVE_GL ( ) ;
}
/* Uses the hardware to stretch and flip the image */
static inline void fb_copy_to_texture_hwstretch ( IWineD3DSurfaceImpl * This , IWineD3DSurface * SrcSurface , IWineD3DSwapChainImpl * swapchain , WINED3DRECT * srect , WINED3DRECT * drect , BOOL upsidedown ) {
GLuint backup , src ;
IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
IWineD3DSurfaceImpl * Src = ( IWineD3DSurfaceImpl * ) SrcSurface ;
float left , right , top , bottom ; /* Texture coordinates */
UINT fbwidth = Src - > currentDesc . Width ;
UINT fbheight = Src - > currentDesc . Height ;
TRACE ( " Using hwstretch blit \n " ) ;
/* Activate the Proper context for reading from the source surface, set it up for blitting */
ENTER_GL ( ) ;
ActivateContext ( myDevice , SrcSurface , CTXUSAGE_BLIT ) ;
/* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
* we are reading from the back buffer , the backup can be used as source texture
*/
glGenTextures ( 1 , & backup ) ;
checkGLcall ( " glGenTextures(1, &backup) " ) ;
glBindTexture ( GL_TEXTURE_2D , backup ) ;
checkGLcall ( " glBindTexture(GL_TEXTURE_2D, backup) " ) ;
glReadBuffer ( GL_BACK ) ;
checkGLcall ( " glReadBuffer(GL_BACK) " ) ;
/* TODO: Only back up the part that will be overwritten */
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , Src - > pow2Width , Src - > pow2Height , 0 ,
GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
checkGLcall ( " glTexImage2D " ) ;
glCopyTexSubImage2D ( GL_TEXTURE_2D , 0 ,
0 , 0 /* read offsets */ ,
0 , 0 ,
fbwidth ,
fbheight ) ;
checkGLcall ( " glCopyTexSubImage2D " ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
checkGLcall ( " glTexParameteri " ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
checkGLcall ( " glTexParameteri " ) ;
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if ( ! swapchain | | ( IWineD3DSurface * ) This = = swapchain - > backBuffer [ 0 ] ) {
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src = backup ;
} else {
glReadBuffer ( GL_FRONT ) ;
checkGLcall ( " glReadBuffer(GL_FRONT) " ) ;
glGenTextures ( 1 , & src ) ;
checkGLcall ( " glGenTextures(1, &src) " ) ;
glBindTexture ( GL_TEXTURE_2D , src ) ;
checkGLcall ( " glBindTexture(GL_TEXTURE_2D, src) " ) ;
/* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
* out for power of 2 sizes
*/
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , Src - > pow2Width , Src - > pow2Height , 0 ,
GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
checkGLcall ( " glTexImage2D " ) ;
glCopyTexSubImage2D ( GL_TEXTURE_2D , 0 ,
0 , 0 /* read offsets */ ,
0 , 0 ,
fbwidth ,
fbheight ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
checkGLcall ( " glTexParameteri " ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
checkGLcall ( " glTexParameteri " ) ;
glReadBuffer ( GL_BACK ) ;
checkGLcall ( " glReadBuffer(GL_BACK) " ) ;
}
checkGLcall ( " glEnd and previous " ) ;
left = ( float ) srect - > x1 / ( float ) Src - > pow2Width ;
right = ( float ) srect - > x2 / ( float ) Src - > pow2Width ;
if ( upsidedown ) {
top = ( float ) ( Src - > currentDesc . Height - srect - > y1 ) / ( float ) Src - > pow2Height ;
bottom = ( float ) ( Src - > currentDesc . Height - srect - > y2 ) / ( float ) Src - > pow2Height ;
} else {
top = ( float ) ( Src - > currentDesc . Height - srect - > y2 ) / ( float ) Src - > pow2Height ;
bottom = ( float ) ( Src - > currentDesc . Height - srect - > y1 ) / ( float ) Src - > pow2Height ;
}
/* draw the source texture stretched and upside down. The correct surface is bound already */
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP ) ;
glBegin ( GL_QUADS ) ;
/* bottom left */
glTexCoord2f ( left , bottom ) ;
glVertex2i ( 0 , fbheight ) ;
/* top left */
glTexCoord2f ( left , top ) ;
glVertex2i ( 0 , fbheight - drect - > y2 - drect - > y1 ) ;
/* top right */
glTexCoord2f ( right , top ) ;
glVertex2i ( drect - > x2 - drect - > x1 , fbheight - drect - > y2 - drect - > y1 ) ;
/* bottom right */
glTexCoord2f ( right , bottom ) ;
glVertex2i ( drect - > x2 - drect - > x1 , fbheight ) ;
glEnd ( ) ;
checkGLcall ( " glEnd and previous " ) ;
/* Now read the stretched and upside down image into the destination texture */
glBindTexture ( This - > glDescription . target , This - > glDescription . textureName ) ;
checkGLcall ( " glBindTexture " ) ;
glCopyTexSubImage2D ( This - > glDescription . target ,
0 ,
drect - > x1 , drect - > y1 , /* xoffset, yoffset */
0 , 0 , /* We blitted the image to the origin */
drect - > x2 - drect - > x1 , drect - > y2 - drect - > y1 ) ;
checkGLcall ( " glCopyTexSubImage2D " ) ;
/* Write the back buffer backup back */
glBindTexture ( GL_TEXTURE_2D , backup ) ;
checkGLcall ( " glBindTexture(GL_TEXTURE_2D, backup) " ) ;
glBegin ( GL_QUADS ) ;
/* top left */
glTexCoord2f ( 0.0 , ( float ) fbheight / ( float ) Src - > pow2Height ) ;
glVertex2i ( 0 , 0 ) ;
/* bottom left */
glTexCoord2f ( 0.0 , 0.0 ) ;
glVertex2i ( 0 , fbheight ) ;
/* bottom right */
glTexCoord2f ( ( float ) fbwidth / ( float ) Src - > pow2Width , 0.0 ) ;
glVertex2i ( fbwidth , Src - > currentDesc . Height ) ;
/* top right */
glTexCoord2f ( ( float ) fbwidth / ( float ) Src - > pow2Width , ( float ) fbheight / ( float ) Src - > pow2Height ) ;
glVertex2i ( fbwidth , 0 ) ;
glEnd ( ) ;
/* Cleanup */
if ( src ! = backup ) {
glDeleteTextures ( 1 , & src ) ;
checkGLcall ( " glDeleteTextures(1, &src) " ) ;
}
glDeleteTextures ( 1 , & backup ) ;
checkGLcall ( " glDeleteTextures(1, &backup) " ) ;
LEAVE_GL ( ) ;
}
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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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WINED3DRECT rect ;
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IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
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IWineD3DSwapChainImpl * srcSwapchain = NULL , * dstSwapchain = NULL ;
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IWineD3DSurfaceImpl * Src = ( IWineD3DSurfaceImpl * ) SrcSurface ;
BOOL SrcOK = TRUE ;
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TRACE ( " (%p)->(%p,%p,%p,%08x,%p) \n " , This , DestRect , SrcSurface , SrcRect , Flags , DDBltFx ) ;
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/* Get the swapchain. One of the surfaces has to be a primary surface */
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IWineD3DSurface_GetContainer ( ( IWineD3DSurface * ) This , & IID_IWineD3DSwapChain , ( void * * ) & dstSwapchain ) ;
if ( dstSwapchain ) IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) dstSwapchain ) ;
if ( Src ) {
IWineD3DSurface_GetContainer ( ( IWineD3DSurface * ) Src , & IID_IWineD3DSwapChain , ( void * * ) & srcSwapchain ) ;
if ( srcSwapchain ) IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) srcSwapchain ) ;
}
/* Early sort out of cases where no render target is used */
if ( ! dstSwapchain & & ! srcSwapchain & &
SrcSurface ! = myDevice - > render_targets [ 0 ] & & This ! = ( IWineD3DSurfaceImpl * ) myDevice - > render_targets [ 0 ] ) {
TRACE ( " No surface is render target, not using hardware blit. Src = %p, dst = %p \n " , Src , This ) ;
return WINED3DERR_INVALIDCALL ;
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}
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/* No destination color keying supported */
if ( Flags & ( DDBLT_KEYDEST | DDBLT_KEYDESTOVERRIDE ) ) {
/* Can we support that with glBlendFunc if blitting to the frame buffer? */
TRACE ( " Destination color key not supported in accelerated Blit, falling back to software \n " ) ;
return WINED3DERR_INVALIDCALL ;
}
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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 ;
}
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/* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
if ( dstSwapchain & & dstSwapchain = = srcSwapchain ) {
/* Half-life does a Blt from the back buffer to the front buffer,
* Full surface size , no flags . . . Use present instead
*/
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/* 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 ( dstSwapchain - > backBuffer & & ( ( IWineD3DSurface * ) This = = dstSwapchain - > frontBuffer ) & &
SrcSurface = = dstSwapchain - > backBuffer [ 0 ] ) {
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WINED3DSWAPEFFECT orig_swap = dstSwapchain - > presentParms . SwapEffect ;
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/* 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 .
*/
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dstSwapchain - > presentParms . SwapEffect = WINED3DSWAPEFFECT_COPY ;
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TRACE ( " Full screen back buffer -> front buffer blt, performing a flip instead \n " ) ;
IWineD3DDevice_Present ( ( IWineD3DDevice * ) This - > resource . wineD3DDevice ,
NULL , NULL , 0 , NULL ) ;
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dstSwapchain - > presentParms . SwapEffect = orig_swap ;
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return WINED3D_OK ;
}
}
}
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TRACE ( " Unsupported blit between buffers on the same swapchain \n " ) ;
return WINED3DERR_INVALIDCALL ;
} else if ( ( dstSwapchain | | This = = ( IWineD3DSurfaceImpl * ) myDevice - > render_targets [ 0 ] ) & &
( srcSwapchain | | SrcSurface = = myDevice - > render_targets [ 0 ] ) ) {
ERR ( " Can't perform hardware blit between 2 different swapchains, falling back to software \n " ) ;
return WINED3DERR_INVALIDCALL ;
}
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if ( srcSwapchain | | SrcSurface = = myDevice - > render_targets [ 0 ] ) {
/* Blit from render target to texture */
WINED3DRECT srect ;
BOOL upsideDown , stretchx ;
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if ( Flags & ( DDBLT_KEYSRC | DDBLT_KEYSRCOVERRIDE ) ) {
TRACE ( " Color keying not supported by frame buffer to texture blit \n " ) ;
return WINED3DERR_INVALIDCALL ;
/* Destination color key is checked above */
}
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/* Call preload for the surface to make sure it isn't dirty */
IWineD3DSurface_PreLoad ( ( IWineD3DSurface * ) This ) ;
/* Make sure that the top pixel is always above the bottom pixel, and keep a seperate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
*/
if ( SrcRect ) {
if ( SrcRect - > top < SrcRect - > bottom ) {
srect . y1 = SrcRect - > top ;
srect . y2 = SrcRect - > bottom ;
upsideDown = FALSE ;
} else {
srect . y1 = SrcRect - > bottom ;
srect . y2 = SrcRect - > top ;
upsideDown = TRUE ;
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}
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srect . x1 = SrcRect - > left ;
srect . x2 = SrcRect - > right ;
} else {
srect . x1 = 0 ;
srect . y1 = 0 ;
srect . x2 = Src - > currentDesc . Width ;
srect . y2 = Src - > currentDesc . Height ;
upsideDown = FALSE ;
}
if ( rect . x1 > rect . x2 ) {
UINT tmp = rect . x2 ;
rect . x2 = rect . x1 ;
rect . x1 = tmp ;
upsideDown = ! upsideDown ;
}
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if ( ! srcSwapchain ) {
TRACE ( " Reading from an offscreen target \n " ) ;
upsideDown = ! upsideDown ;
}
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if ( rect . x2 - rect . x1 ! = srect . x2 - srect . x1 ) {
stretchx = TRUE ;
} else {
stretchx = FALSE ;
}
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/* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
* flip the image nor scale it . If GL_EXT_framebuffer_blit is available it can be used ( hopefully ,
* not implemented by now ) . Otherwise :
*
* - > If the app asks for a unscaled , upside down copy , just perform one glCopyTexSubImage2D call
* - > If the app wants a image width an unscaled width , copy it line per line
* - > If the app wants a image that is scaled on the x axis , and the destination rectangle is smaller
* than the frame buffer , draw an upside down scaled image onto the fb , read it back and restore the
* back buffer . This is slower than reading line per line , thus not used for flipping
* - > If the app wants a scaled image with a dest rect that is bigger than the fb , it has to be copied
* pixel by pixel
*/
if ( FALSE /* GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) */ ) {
TRACE ( " Using GL_EXT_framebuffer_blit for copying \n " ) ;
} else if ( ( ! stretchx ) | | rect . x2 - rect . x1 > Src - > currentDesc . Width | |
rect . y2 - rect . y1 > Src - > currentDesc . Height ) {
TRACE ( " No stretching in x direction, using direct framebuffer -> texture copy \n " ) ;
fb_copy_to_texture_direct ( This , SrcSurface , srcSwapchain , & srect , & rect , upsideDown ) ;
} else {
TRACE ( " Using hardware stretching to flip / stretch the texture \n " ) ;
fb_copy_to_texture_hwstretch ( This , SrcSurface , srcSwapchain , & srect , & rect , upsideDown ) ;
}
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if ( ! ( This - > Flags & SFLAG_DONOTFREE ) ) {
HeapFree ( GetProcessHeap ( ) , 0 , This - > resource . allocatedMemory ) ;
This - > resource . allocatedMemory = NULL ;
} else {
This - > Flags | = SFLAG_GLDIRTY ;
}
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return WINED3D_OK ;
} else if ( Src ) {
/* Blit from offscreen surface to render target */
float glTexCoord [ 4 ] ;
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DWORD oldCKeyFlags = Src - > CKeyFlags ;
DDCOLORKEY oldBltCKey = This - > SrcBltCKey ;
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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 ;
}
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if ( ! CalculateTexRect ( Src , & SourceRectangle , glTexCoord ) ) {
/* Fall back to software */
WARN ( " (%p) Source texture area (%d,%d)-(%d,%d) is too big \n " , Src ,
SourceRectangle . left , SourceRectangle . top ,
SourceRectangle . right , SourceRectangle . bottom ) ;
return WINED3DERR_INVALIDCALL ;
}
2006-05-22 22:48:54 +00:00
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/* Color keying: Check if we have to do a color keyed blt,
* and if not check if a color key is activated .
2007-02-15 02:03:05 +00:00
*
* Just modify the color keying parameters in the surface and restore them afterwards
* The surface keeps track of the color key last used to load the opengl surface .
* PreLoad will catch the change to the flags and color key and reload if neccessary .
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*/
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if ( Flags & DDBLT_KEYSRC ) {
/* Use color key from surface */
} else if ( Flags & DDBLT_KEYSRCOVERRIDE ) {
/* Use color key from DDBltFx */
Src - > CKeyFlags | = DDSD_CKSRCBLT ;
This - > SrcBltCKey = DDBltFx - > ddckSrcColorkey ;
} else {
/* Do not use color key */
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Src - > CKeyFlags & = ~ DDSD_CKSRCBLT ;
}
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/* Now load the surface */
IWineD3DSurface_PreLoad ( ( IWineD3DSurface * ) Src ) ;
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ENTER_GL ( ) ;
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/* Activate the destination context, set it up for blitting */
ActivateContext ( myDevice , ( IWineD3DSurface * ) This , CTXUSAGE_BLIT ) ;
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glGetIntegerv ( GL_DRAW_BUFFER , & oldDraw ) ;
if ( This = = ( IWineD3DSurfaceImpl * ) dstSwapchain - > frontBuffer ) {
TRACE ( " Drawing to front buffer \n " ) ;
glDrawBuffer ( GL_FRONT ) ;
checkGLcall ( " glDrawBuffer GL_FRONT " ) ;
}
2006-06-04 14:42:57 +00:00
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/* Bind the texture */
glBindTexture ( GL_TEXTURE_2D , Src - > glDescription . textureName ) ;
checkGLcall ( " glBindTexture " ) ;
/* 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 */
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if ( Flags & ( DDBLT_KEYSRC | DDBLT_KEYSRCOVERRIDE ) ) {
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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 " ) ;
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}
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/* Draw a textured quad
*/
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 " ) ;
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if ( Flags & ( DDBLT_KEYSRC | DDBLT_KEYSRCOVERRIDE ) ) {
glDisable ( GL_ALPHA_TEST ) ;
checkGLcall ( " glDisable(GL_ALPHA_TEST) " ) ;
}
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/* Unbind the texture */
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
checkGLcall ( " glEnable glBindTexture " ) ;
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if ( This = = ( IWineD3DSurfaceImpl * ) dstSwapchain - > frontBuffer & & oldDraw = = GL_BACK ) {
glDrawBuffer ( oldDraw ) ;
}
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/* Restore the color key parameters */
Src - > CKeyFlags = oldCKeyFlags ;
This - > SrcBltCKey = oldBltCKey ;
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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 ;
} else {
/* Source-Less Blit to render target */
if ( Flags & DDBLT_COLORFILL ) {
/* This is easy to handle for the D3D Device... */
DWORD color ;
TRACE ( " Colorfill \n " ) ;
/* The color as given in the Blt function is in the format of the frame-buffer...
* ' clear ' expect it in ARGB format = > we need to do some conversion : - )
*/
if ( 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 ) ) ;
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} else {
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color = 0xFF000000 ;
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}
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}
else if ( This - > resource . format = = WINED3DFMT_R5G6B5 ) {
if ( DDBltFx - > u5 . dwFillColor = = 0xFFFF ) {
color = 0xFFFFFFFF ;
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} else {
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color = ( ( 0xFF000000 ) |
( ( DDBltFx - > u5 . dwFillColor & 0xF800 ) < < 8 ) |
( ( DDBltFx - > u5 . dwFillColor & 0x07E0 ) < < 5 ) |
( ( DDBltFx - > u5 . dwFillColor & 0x001F ) < < 3 ) ) ;
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}
}
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else if ( ( This - > resource . format = = WINED3DFMT_R8G8B8 ) | |
( This - > resource . format = = WINED3DFMT_X8R8G8B8 ) ) {
color = 0xFF000000 | DDBltFx - > u5 . dwFillColor ;
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}
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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 ) ;
if ( dstSwapchain & & dstSwapchain - > backBuffer & & This = = ( IWineD3DSurfaceImpl * ) dstSwapchain - > backBuffer [ 0 ] ) {
glDrawBuffer ( GL_BACK ) ;
checkGLcall ( " glDrawBuffer(GL_BACK) " ) ;
} else if ( dstSwapchain & & This = = ( IWineD3DSurfaceImpl * ) dstSwapchain - > frontBuffer ) {
glDrawBuffer ( GL_FRONT ) ;
checkGLcall ( " glDrawBuffer(GL_FRONT) " ) ;
} else if ( This = = ( IWineD3DSurfaceImpl * ) myDevice - > render_targets [ 0 ] ) {
glDrawBuffer ( GL_BACK ) ;
checkGLcall ( " glDrawBuffer(GL_BACK) " ) ;
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} else {
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TRACE ( " Surface is higher back buffer, falling back to software \n " ) ;
return WINED3DERR_INVALIDCALL ;
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}
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TRACE ( " (%p) executing Render Target override, color = %x \n " , This , color ) ;
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IWineD3DDevice_Clear ( ( IWineD3DDevice * ) myDevice ,
1 /* Number of rectangles */ ,
& rect ,
WINED3DCLEAR_TARGET ,
color ,
0.0 /* Z */ ,
0 /* Stencil */ ) ;
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/* Restore the original draw buffer */
if ( ! dstSwapchain | | ( dstSwapchain - > backBuffer & & dstSwapchain - > backBuffer [ 0 ] ) ) {
glDrawBuffer ( GL_BACK ) ;
vcheckGLcall ( " glDrawBuffer " ) ;
}
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return WINED3D_OK ;
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}
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}
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/* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
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TRACE ( " Didn't find any usable render target setup for hw blit, falling back to software \n " ) ;
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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 ;
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IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
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TRACE ( " (%p)->(%p,%p,%p,%x,%p) \n " , This , DestRect , SrcSurface , SrcRect , Flags , DDBltFx ) ;
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TRACE ( " (%p): Usage is %s \n " , This , debug_d3dusage ( This - > resource . usage ) ) ;
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/* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair */
if ( myDevice - > inScene & &
( iface = = myDevice - > stencilBufferTarget | |
( SrcSurface & & SrcSurface = = myDevice - > stencilBufferTarget ) ) ) {
TRACE ( " Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL \n " ) ;
return WINED3DERR_INVALIDCALL ;
}
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/* 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 ;
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TRACE ( " (%p)->(%x) \n " , This , Flags ) ;
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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 */
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TRACE ( " (%p)->(%08x) \n " , iface , Flags ) ;
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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 ;
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IWineD3DDeviceImpl * myDevice = This - > resource . wineD3DDevice ;
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TRACE ( " (%p)->(%d, %d, %p, %p, %08x \n " , iface , dstx , dsty , Source , rsrc , trans ) ;
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if ( myDevice - > inScene & &
( iface = = myDevice - > stencilBufferTarget | |
( Source & & Source = = myDevice - > stencilBufferTarget ) ) ) {
TRACE ( " Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL \n " ) ;
return WINED3DERR_INVALIDCALL ;
}
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/* Special cases for RenderTargets */
if ( ( This - > resource . usage & WINED3DUSAGE_RENDERTARGET ) | |
( srcImpl & & ( srcImpl - > resource . usage & WINED3DUSAGE_RENDERTARGET ) ) ) {
RECT SrcRect , DstRect ;
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DWORD Flags = 0 ;
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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 ;
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/* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
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if ( trans & DDBLTFAST_SRCCOLORKEY )
Flags | = DDBLT_KEYSRC ;
if ( trans & DDBLTFAST_DESTCOLORKEY )
Flags | = DDBLT_KEYDEST ;
if ( trans & DDBLTFAST_WAIT )
Flags | = DDBLT_WAIT ;
if ( trans & DDBLTFAST_DONOTWAIT )
Flags | = DDBLT_DONOTWAIT ;
if ( IWineD3DSurfaceImpl_BltOverride ( This , & DstRect , Source , & SrcRect , Flags , NULL ) = = WINED3D_OK ) return WINED3D_OK ;
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}
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 ;
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TRACE ( " (%p)->(%08x,%p) \n " , This , Flags , CKey ) ;
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if ( ( Flags & DDCKEY_COLORSPACE ) ! = 0 ) {
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FIXME ( " colorkey value not supported (%08x) ! \n " , Flags ) ;
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return DDERR_INVALIDPARAMS ;
}
/* Dirtify the surface, but only if a key was changed */
if ( CKey ) {
switch ( Flags & ~ DDCKEY_COLORSPACE ) {
case DDCKEY_DESTBLT :
This - > DestBltCKey = * CKey ;
This - > CKeyFlags | = DDSD_CKDESTBLT ;
break ;
case DDCKEY_DESTOVERLAY :
This - > DestOverlayCKey = * CKey ;
This - > CKeyFlags | = DDSD_CKDESTOVERLAY ;
break ;
case DDCKEY_SRCOVERLAY :
This - > SrcOverlayCKey = * CKey ;
This - > CKeyFlags | = DDSD_CKSRCOVERLAY ;
break ;
case DDCKEY_SRCBLT :
This - > SrcBltCKey = * CKey ;
This - > CKeyFlags | = DDSD_CKSRCBLT ;
break ;
}
}
else {
switch ( Flags & ~ DDCKEY_COLORSPACE ) {
case DDCKEY_DESTBLT :
This - > CKeyFlags & = ~ DDSD_CKDESTBLT ;
break ;
case DDCKEY_DESTOVERLAY :
This - > CKeyFlags & = ~ DDSD_CKDESTOVERLAY ;
break ;
case DDCKEY_SRCOVERLAY :
This - > CKeyFlags & = ~ DDSD_CKSRCOVERLAY ;
break ;
case DDCKEY_SRCBLT :
This - > CKeyFlags & = ~ DDSD_CKSRCBLT ;
break ;
}
}
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 */
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ret = ( ( This - > currentDesc . Width + 3 ) > > 2 ) < < 3 ;
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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 */
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ret = ( ( This - > currentDesc . Width + 3 ) > > 2 ) < < 4 ;
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else {
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ret = This - > bytesPerPixel * This - > currentDesc . Width ; /* Bytes / row */
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/* Surfaces are 32 bit aligned */
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ret = ( ret + SURFACE_ALIGNMENT - 1 ) & ~ ( SURFACE_ALIGNMENT - 1 ) ;
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}
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TRACE ( " (%p) Returning %d \n " , This , ret ) ;
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return ret ;
}
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HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition ( IWineD3DSurface * iface , LONG X , LONG Y ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
FIXME ( " (%p)->(%d,%d) Stub! \n " , This , X , Y ) ;
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if ( ! ( This - > resource . usage & WINED3DUSAGE_OVERLAY ) )
{
TRACE ( " (%p): Not an overlay surface \n " , This ) ;
return DDERR_NOTAOVERLAYSURFACE ;
}
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return WINED3D_OK ;
}
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HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition ( IWineD3DSurface * iface , LONG * X , LONG * Y ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
FIXME ( " (%p)->(%p,%p) Stub! \n " , This , X , Y ) ;
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if ( ! ( This - > resource . usage & WINED3DUSAGE_OVERLAY ) )
{
TRACE ( " (%p): Not an overlay surface \n " , This ) ;
return DDERR_NOTAOVERLAYSURFACE ;
}
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return WINED3D_OK ;
}
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HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder ( IWineD3DSurface * iface , DWORD Flags , IWineD3DSurface * Ref ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DSurfaceImpl * RefImpl = ( IWineD3DSurfaceImpl * ) Ref ;
FIXME ( " (%p)->(%08x,%p) Stub! \n " , This , Flags , RefImpl ) ;
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if ( ! ( This - > resource . usage & WINED3DUSAGE_OVERLAY ) )
{
TRACE ( " (%p): Not an overlay surface \n " , This ) ;
return DDERR_NOTAOVERLAYSURFACE ;
}
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return WINED3D_OK ;
}
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HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay ( IWineD3DSurface * iface , RECT * SrcRect , IWineD3DSurface * DstSurface , RECT * DstRect , DWORD Flags , WINEDDOVERLAYFX * FX ) {
IWineD3DSurfaceImpl * This = ( IWineD3DSurfaceImpl * ) iface ;
IWineD3DSurfaceImpl * Dst = ( IWineD3DSurfaceImpl * ) DstSurface ;
FIXME ( " (%p)->(%p, %p, %p, %08x, %p) \n " , This , SrcRect , Dst , DstRect , Flags , FX ) ;
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if ( ! ( This - > resource . usage & WINED3DUSAGE_OVERLAY ) )
{
TRACE ( " (%p): Not an overlay surface \n " , This ) ;
return DDERR_NOTAOVERLAYSURFACE ;
}
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return WINED3D_OK ;
}
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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_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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IWineD3DSurfaceImpl_SetMem ,
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IWineD3DSurfaceImpl_SetOverlayPosition ,
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IWineD3DSurfaceImpl_GetOverlayPosition ,
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IWineD3DSurfaceImpl_UpdateOverlayZOrder ,
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IWineD3DSurfaceImpl_UpdateOverlay ,
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/* Internal use: */
IWineD3DSurfaceImpl_CleanDirtyRect ,
IWineD3DSurfaceImpl_AddDirtyRect ,
IWineD3DSurfaceImpl_LoadTexture ,
2005-03-14 10:12:52 +00:00
IWineD3DSurfaceImpl_SaveSnapshot ,
IWineD3DSurfaceImpl_SetContainer ,
2005-07-11 20:38:27 +00:00
IWineD3DSurfaceImpl_SetPBufferState ,
IWineD3DSurfaceImpl_SetGlTextureDesc ,
IWineD3DSurfaceImpl_GetGlDesc ,
2005-11-02 20:01:54 +00:00
IWineD3DSurfaceImpl_GetData ,
2006-04-17 15:25:55 +00:00
IWineD3DSurfaceImpl_SetFormat ,
IWineD3DSurfaceImpl_PrivateSetup
2005-01-09 17:37:02 +00:00
} ;