wine/dlls/wined3d/surface.c
Stefan Dösinger 0771244873 wined3d: Call wined3d_surface_prepare() in surface_load_sysmem().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2016-03-08 11:11:21 +09:00

5079 lines
192 KiB
C

/*
* Copyright 1997-2000 Marcus Meissner
* Copyright 1998-2000 Lionel Ulmer
* Copyright 2000-2001 TransGaming Technologies Inc.
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006-2011, 2013-2014 Stefan Dösinger for CodeWeavers
* Copyright 2007-2008 Henri Verbeet
* Copyright 2006-2008 Roderick Colenbrander
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy. */
static const DWORD surface_simple_locations =
WINED3D_LOCATION_SYSMEM | WINED3D_LOCATION_USER_MEMORY
| WINED3D_LOCATION_DIB | WINED3D_LOCATION_BUFFER;
static unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
{
return surface->texture_layer * surface->container->level_count + surface->texture_level;
}
void wined3d_surface_cleanup(struct wined3d_surface *surface)
{
struct wined3d_surface *overlay, *cur;
TRACE("surface %p.\n", surface);
if (surface->rb_multisample || surface->rb_resolved || !list_empty(&surface->renderbuffers))
{
struct wined3d_renderbuffer_entry *entry, *entry2;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct wined3d_device *device = surface->resource.device;
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if (surface->rb_multisample)
{
TRACE("Deleting multisample renderbuffer %u.\n", surface->rb_multisample);
context_gl_resource_released(device, surface->rb_multisample, TRUE);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
}
if (surface->rb_resolved)
{
TRACE("Deleting resolved renderbuffer %u.\n", surface->rb_resolved);
context_gl_resource_released(device, surface->rb_resolved, TRUE);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
}
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
{
TRACE("Deleting renderbuffer %u.\n", entry->id);
context_gl_resource_released(device, entry->id, TRUE);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
HeapFree(GetProcessHeap(), 0, entry);
}
context_release(context);
}
if (surface->flags & SFLAG_DIBSECTION)
{
DeleteDC(surface->hDC);
DeleteObject(surface->dib.DIBsection);
surface->dib.bitmap_data = NULL;
}
if (surface->overlay_dest)
list_remove(&surface->overlay_entry);
LIST_FOR_EACH_ENTRY_SAFE(overlay, cur, &surface->overlays, struct wined3d_surface, overlay_entry)
{
list_remove(&overlay->overlay_entry);
overlay->overlay_dest = NULL;
}
resource_cleanup(&surface->resource);
}
void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
unsigned int *width, unsigned int *height)
{
if (surface->container->swapchain)
{
/* The drawable size of an onscreen drawable is the surface size.
* (Actually: The window size, but the surface is created in window
* size.) */
*width = context->current_rt->resource.width;
*height = context->current_rt->resource.height;
}
else if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
{
const struct wined3d_swapchain *swapchain = context->swapchain;
/* The drawable size of a backbuffer / aux buffer offscreen target is
* the size of the current context's drawable, which is the size of
* the back buffer of the swapchain the active context belongs to. */
*width = swapchain->desc.backbuffer_width;
*height = swapchain->desc.backbuffer_height;
}
else
{
/* The drawable size of an FBO target is the OpenGL texture size,
* which is the power of two size. */
*width = context->current_rt->pow2Width;
*height = context->current_rt->pow2Height;
}
}
struct blt_info
{
GLenum binding;
GLenum bind_target;
enum wined3d_gl_resource_type tex_type;
GLfloat coords[4][3];
};
struct float_rect
{
float l;
float t;
float r;
float b;
};
static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
{
f->l = ((r->left * 2.0f) / w) - 1.0f;
f->t = ((r->top * 2.0f) / h) - 1.0f;
f->r = ((r->right * 2.0f) / w) - 1.0f;
f->b = ((r->bottom * 2.0f) / h) - 1.0f;
}
static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info)
{
GLfloat (*coords)[3] = info->coords;
struct float_rect f;
switch (target)
{
default:
FIXME("Unsupported texture target %#x\n", target);
/* Fall back to GL_TEXTURE_2D */
case GL_TEXTURE_2D:
info->binding = GL_TEXTURE_BINDING_2D;
info->bind_target = GL_TEXTURE_2D;
info->tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
coords[0][0] = (float)rect->left / w;
coords[0][1] = (float)rect->top / h;
coords[0][2] = 0.0f;
coords[1][0] = (float)rect->right / w;
coords[1][1] = (float)rect->top / h;
coords[1][2] = 0.0f;
coords[2][0] = (float)rect->left / w;
coords[2][1] = (float)rect->bottom / h;
coords[2][2] = 0.0f;
coords[3][0] = (float)rect->right / w;
coords[3][1] = (float)rect->bottom / h;
coords[3][2] = 0.0f;
break;
case GL_TEXTURE_RECTANGLE_ARB:
info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
info->tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f;
coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f;
coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f;
coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
break;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
cube_coords_float(rect, w, h, &f);
coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
break;
}
}
static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out)
{
if (rect_in)
*rect_out = *rect_in;
else
{
rect_out->left = 0;
rect_out->top = 0;
rect_out->right = surface->resource.width;
rect_out->bottom = surface->resource.height;
}
}
/* Context activation is done by the caller. */
void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_texture *texture = src_surface->container;
struct blt_info info;
surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
gl_info->gl_ops.gl.p_glEnable(info.bind_target);
checkGLcall("glEnable(bind_target)");
context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
/* Filtering for StretchRect */
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi");
/* Draw a quad */
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[0]);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top);
gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[1]);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top);
gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[2]);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom);
gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[3]);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
gl_info->gl_ops.gl.p_glEnd();
/* Unbind the texture */
context_bind_texture(context, info.bind_target, 0);
/* We changed the filtering settings on the texture. Inform the
* container about this to get the filters reset properly next draw. */
texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT;
texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT;
texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE;
texture->texture_rgb.sampler_desc.srgb_decode = FALSE;
}
/* Works correctly only for <= 4 bpp formats. */
static void get_color_masks(const struct wined3d_format *format, DWORD *masks)
{
masks[0] = ((1u << format->red_size) - 1) << format->red_offset;
masks[1] = ((1u << format->green_size) - 1) << format->green_offset;
masks[2] = ((1u << format->blue_size) - 1) << format->blue_offset;
}
HRESULT surface_create_dib_section(struct wined3d_surface *surface)
{
const struct wined3d_format *format = surface->resource.format;
unsigned int format_flags = surface->container->resource.format_flags;
unsigned int row_pitch, slice_pitch;
BITMAPINFO *b_info;
DWORD *masks;
TRACE("surface %p.\n", surface);
if (!(format_flags & WINED3DFMT_FLAG_GETDC))
{
WARN("Cannot use GetDC on a %s surface.\n", debug_d3dformat(format->id));
return WINED3DERR_INVALIDCALL;
}
switch (format->byte_count)
{
case 2:
case 4:
/* Allocate extra space to store the RGB bit masks. */
b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, FIELD_OFFSET(BITMAPINFO, bmiColors[3]));
break;
case 3:
b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, FIELD_OFFSET(BITMAPINFO, bmiColors[0]));
break;
default:
/* Allocate extra space for a palette. */
b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
FIELD_OFFSET(BITMAPINFO, bmiColors[1u << (format->byte_count * 8)]));
break;
}
if (!b_info)
return E_OUTOFMEMORY;
b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
wined3d_texture_get_pitch(surface->container, surface->texture_level, &row_pitch, &slice_pitch);
b_info->bmiHeader.biWidth = row_pitch / format->byte_count;
b_info->bmiHeader.biHeight = 0 - surface->resource.height;
b_info->bmiHeader.biSizeImage = slice_pitch;
b_info->bmiHeader.biPlanes = 1;
b_info->bmiHeader.biBitCount = format->byte_count * 8;
b_info->bmiHeader.biXPelsPerMeter = 0;
b_info->bmiHeader.biYPelsPerMeter = 0;
b_info->bmiHeader.biClrUsed = 0;
b_info->bmiHeader.biClrImportant = 0;
/* Get the bit masks */
masks = (DWORD *)b_info->bmiColors;
switch (surface->resource.format->id)
{
case WINED3DFMT_B8G8R8_UNORM:
b_info->bmiHeader.biCompression = BI_RGB;
break;
case WINED3DFMT_B5G5R5X1_UNORM:
case WINED3DFMT_B5G5R5A1_UNORM:
case WINED3DFMT_B4G4R4A4_UNORM:
case WINED3DFMT_B4G4R4X4_UNORM:
case WINED3DFMT_B2G3R3_UNORM:
case WINED3DFMT_B2G3R3A8_UNORM:
case WINED3DFMT_R10G10B10A2_UNORM:
case WINED3DFMT_R8G8B8A8_UNORM:
case WINED3DFMT_R8G8B8X8_UNORM:
case WINED3DFMT_B10G10R10A2_UNORM:
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_R16G16B16A16_UNORM:
b_info->bmiHeader.biCompression = BI_BITFIELDS;
get_color_masks(format, masks);
break;
default:
/* Don't know palette */
b_info->bmiHeader.biCompression = BI_RGB;
break;
}
TRACE("Creating a DIB section with size %dx%dx%d, size=%d.\n",
b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight,
b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage);
surface->dib.DIBsection = CreateDIBSection(0, b_info, DIB_RGB_COLORS, &surface->dib.bitmap_data, 0, 0);
if (!surface->dib.DIBsection)
{
ERR("Failed to create DIB section.\n");
HeapFree(GetProcessHeap(), 0, b_info);
return HRESULT_FROM_WIN32(GetLastError());
}
TRACE("DIBSection at %p.\n", surface->dib.bitmap_data);
surface->dib.bitmap_size = b_info->bmiHeader.biSizeImage;
HeapFree(GetProcessHeap(), 0, b_info);
/* Now allocate a DC. */
surface->hDC = CreateCompatibleDC(0);
SelectObject(surface->hDC, surface->dib.DIBsection);
surface->flags |= SFLAG_DIBSECTION;
return WINED3D_OK;
}
static void surface_get_memory(const struct wined3d_surface *surface, struct wined3d_bo_address *data,
DWORD location)
{
if (location & WINED3D_LOCATION_BUFFER)
{
data->addr = NULL;
data->buffer_object = surface->container->sub_resources[surface_get_sub_resource_idx(surface)].buffer_object;
return;
}
if (location & WINED3D_LOCATION_USER_MEMORY)
{
data->addr = surface->container->user_memory;
data->buffer_object = 0;
return;
}
if (location & WINED3D_LOCATION_DIB)
{
data->addr = surface->dib.bitmap_data;
data->buffer_object = 0;
return;
}
if (location & WINED3D_LOCATION_SYSMEM)
{
data->addr = surface->resource.heap_memory;
data->buffer_object = 0;
return;
}
ERR("Unexpected locations %s.\n", wined3d_debug_location(location));
data->addr = NULL;
data->buffer_object = 0;
}
static void surface_prepare_system_memory(struct wined3d_surface *surface)
{
TRACE("surface %p.\n", surface);
if (surface->resource.heap_memory)
return;
/* Whatever surface we have, make sure that there is memory allocated
* for the downloaded copy, or a PBO to map. */
if (!wined3d_resource_allocate_sysmem(&surface->resource))
ERR("Failed to allocate system memory.\n");
if (surface->locations & WINED3D_LOCATION_SYSMEM)
ERR("Surface without system memory has WINED3D_LOCATION_SYSMEM set.\n");
}
static void surface_evict_sysmem(struct wined3d_surface *surface)
{
/* In some conditions the surface memory must not be freed:
* WINED3D_TEXTURE_CONVERTED: Converting the data back would take too long
* WINED3D_TEXTURE_DYNAMIC_MAP: Avoid freeing the data for performance */
if (surface->resource.map_count || surface->container->flags & (WINED3D_TEXTURE_CONVERTED
| WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_DYNAMIC_MAP))
return;
wined3d_resource_free_sysmem(&surface->resource);
surface_invalidate_location(surface, WINED3D_LOCATION_SYSMEM);
}
static BOOL surface_use_pbo(const struct wined3d_surface *surface)
{
const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
struct wined3d_texture *texture = surface->container;
return texture->resource.pool == WINED3D_POOL_DEFAULT
&& surface->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU
&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
&& !texture->resource.format->convert
&& !(texture->flags & WINED3D_TEXTURE_PIN_SYSMEM)
&& !(texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED);
}
static HRESULT surface_private_setup(struct wined3d_surface *surface)
{
/* TODO: Check against the maximum texture sizes supported by the video card. */
const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
unsigned int pow2Width, pow2Height;
TRACE("surface %p.\n", surface);
/* Non-power2 support */
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
|| gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
pow2Width = surface->resource.width;
pow2Height = surface->resource.height;
}
else
{
/* Find the nearest pow2 match */
pow2Width = pow2Height = 1;
while (pow2Width < surface->resource.width)
pow2Width <<= 1;
while (pow2Height < surface->resource.height)
pow2Height <<= 1;
}
surface->pow2Width = pow2Width;
surface->pow2Height = pow2Height;
if (pow2Width > surface->resource.width || pow2Height > surface->resource.height)
{
/* TODO: Add support for non power two compressed textures. */
if (surface->container->resource.format_flags & (WINED3DFMT_FLAG_COMPRESSED | WINED3DFMT_FLAG_HEIGHT_SCALE))
{
FIXME("(%p) Compressed or height scaled non-power-two textures are not supported w(%d) h(%d)\n",
surface, surface->resource.width, surface->resource.height);
return WINED3DERR_NOTAVAILABLE;
}
}
if ((surface->pow2Width > gl_info->limits.texture_size || surface->pow2Height > gl_info->limits.texture_size)
&& !(surface->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
{
/* One of three options:
* 1: Do the same as we do with NPOT and scale the texture, (any
* texture ops would require the texture to be scaled which is
* potentially slow)
* 2: Set the texture to the maximum size (bad idea).
* 3: WARN and return WINED3DERR_NOTAVAILABLE;
* 4: Create the surface, but allow it to be used only for DirectDraw
* Blts. Some apps (e.g. Swat 3) create textures with a Height of
* 16 and a Width > 3000 and blt 16x16 letter areas from them to
* the render target. */
if (surface->resource.pool == WINED3D_POOL_DEFAULT || surface->resource.pool == WINED3D_POOL_MANAGED)
{
WARN("Unable to allocate a surface which exceeds the maximum OpenGL texture size.\n");
return WINED3DERR_NOTAVAILABLE;
}
/* We should never use this surface in combination with OpenGL! */
TRACE("Creating an oversized surface: %ux%u.\n",
surface->pow2Width, surface->pow2Height);
}
if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
surface->locations = WINED3D_LOCATION_DISCARDED;
if (surface_use_pbo(surface))
surface->resource.map_binding = WINED3D_LOCATION_BUFFER;
return WINED3D_OK;
}
static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r)
{
if ((r->left && r->right) || abs(r->right - r->left) != surface->resource.width)
return FALSE;
if ((r->top && r->bottom) || abs(r->bottom - r->top) != surface->resource.height)
return FALSE;
return TRUE;
}
static void surface_depth_blt_fbo(const struct wined3d_device *device,
struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
DWORD src_mask, dst_mask;
GLbitfield gl_mask;
TRACE("device %p\n", device);
TRACE("src_surface %p, src_location %s, src_rect %s,\n",
src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect));
TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
src_mask = src_surface->container->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
dst_mask = dst_surface->container->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
if (src_mask != dst_mask)
{
ERR("Incompatible formats %s and %s.\n",
debug_d3dformat(src_surface->resource.format->id),
debug_d3dformat(dst_surface->resource.format->id));
return;
}
if (!src_mask)
{
ERR("Not a depth / stencil format: %s.\n",
debug_d3dformat(src_surface->resource.format->id));
return;
}
gl_mask = 0;
if (src_mask & WINED3DFMT_FLAG_DEPTH)
gl_mask |= GL_DEPTH_BUFFER_BIT;
if (src_mask & WINED3DFMT_FLAG_STENCIL)
gl_mask |= GL_STENCIL_BUFFER_BIT;
context = context_acquire(device, NULL);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping blit.\n");
return;
}
/* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. */
surface_load_location(src_surface, context, src_location);
if (!surface_is_full_rect(dst_surface, dst_rect))
surface_load_location(dst_surface, context, dst_location);
else
wined3d_surface_prepare(dst_surface, context, dst_location);
gl_info = context->gl_info;
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, src_location);
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, dst_location);
context_set_draw_buffer(context, GL_NONE);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
if (gl_mask & GL_DEPTH_BUFFER_BIT)
{
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
}
if (gl_mask & GL_STENCIL_BUFFER_BIT)
{
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
gl_info->gl_ops.gl.p_glStencilMask(~0U);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
}
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
checkGLcall("glBlitFramebuffer()");
if (wined3d_settings.strict_draw_ordering)
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
}
/* Blit between surface locations. Onscreen on different swapchains is not supported.
* Depth / stencil is not supported. Context activation is done by the caller. */
static void surface_blt_fbo(const struct wined3d_device *device,
struct wined3d_context *old_ctx, enum wined3d_texture_filter_type filter,
struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in,
struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context = old_ctx;
struct wined3d_surface *required_rt, *restore_rt = NULL;
RECT src_rect, dst_rect;
GLenum gl_filter;
GLenum buffer;
TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter));
TRACE("src_surface %p, src_location %s, src_rect %s,\n",
src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect_in));
TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect_in));
src_rect = *src_rect_in;
dst_rect = *dst_rect_in;
switch (filter)
{
case WINED3D_TEXF_LINEAR:
gl_filter = GL_LINEAR;
break;
default:
FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter);
case WINED3D_TEXF_NONE:
case WINED3D_TEXF_POINT:
gl_filter = GL_NEAREST;
break;
}
/* Resolve the source surface first if needed. */
if (src_location == WINED3D_LOCATION_RB_MULTISAMPLE
&& (src_surface->resource.format->id != dst_surface->resource.format->id
|| abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top)
|| abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left)))
src_location = WINED3D_LOCATION_RB_RESOLVED;
/* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. (And is
* in fact harmful if we're being called by surface_load_location() with
* the purpose of loading the destination surface.) */
surface_load_location(src_surface, old_ctx, src_location);
if (!surface_is_full_rect(dst_surface, &dst_rect))
surface_load_location(dst_surface, old_ctx, dst_location);
else
wined3d_surface_prepare(dst_surface, old_ctx, dst_location);
if (src_location == WINED3D_LOCATION_DRAWABLE) required_rt = src_surface;
else if (dst_location == WINED3D_LOCATION_DRAWABLE) required_rt = dst_surface;
else required_rt = NULL;
if (required_rt && required_rt != old_ctx->current_rt)
{
restore_rt = old_ctx->current_rt;
context = context_acquire(device, required_rt);
}
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping blit.\n");
return;
}
gl_info = context->gl_info;
if (src_location == WINED3D_LOCATION_DRAWABLE)
{
TRACE("Source surface %p is onscreen.\n", src_surface);
buffer = surface_get_gl_buffer(src_surface);
surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect);
}
else
{
TRACE("Source surface %p is offscreen.\n", src_surface);
buffer = GL_COLOR_ATTACHMENT0;
}
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location);
gl_info->gl_ops.gl.p_glReadBuffer(buffer);
checkGLcall("glReadBuffer()");
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
if (dst_location == WINED3D_LOCATION_DRAWABLE)
{
TRACE("Destination surface %p is onscreen.\n", dst_surface);
buffer = surface_get_gl_buffer(dst_surface);
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
}
else
{
TRACE("Destination surface %p is offscreen.\n", dst_surface);
buffer = GL_COLOR_ATTACHMENT0;
}
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location);
context_set_draw_buffer(context, buffer);
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
context_invalidate_state(context, STATE_FRAMEBUFFER);
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
checkGLcall("glBlitFramebuffer()");
if (wined3d_settings.strict_draw_ordering
|| (dst_location == WINED3D_LOCATION_DRAWABLE
&& dst_surface->container->swapchain->front_buffer == dst_surface->container))
gl_info->gl_ops.gl.p_glFlush();
if (restore_rt)
context_restore(context, restore_rt);
}
static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
{
if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
return FALSE;
/* Source and/or destination need to be on the GL side */
if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
return FALSE;
switch (blit_op)
{
case WINED3D_BLIT_OP_COLOR_BLIT:
if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
|| (src_usage & WINED3DUSAGE_RENDERTARGET)))
return FALSE;
if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
|| (dst_usage & WINED3DUSAGE_RENDERTARGET)))
return FALSE;
if (!(src_format->id == dst_format->id
|| (is_identity_fixup(src_format->color_fixup)
&& is_identity_fixup(dst_format->color_fixup))))
return FALSE;
break;
case WINED3D_BLIT_OP_DEPTH_BLIT:
if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
return FALSE;
if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
return FALSE;
/* Accept pure swizzle fixups for depth formats. In general we
* ignore the stencil component (if present) at the moment and the
* swizzle is not relevant with just the depth component. */
if (is_complex_fixup(src_format->color_fixup) || is_complex_fixup(dst_format->color_fixup)
|| is_scaling_fixup(src_format->color_fixup) || is_scaling_fixup(dst_format->color_fixup))
return FALSE;
break;
default:
return FALSE;
}
return TRUE;
}
static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth)
{
const struct wined3d_format *format = surface->resource.format;
switch (format->id)
{
case WINED3DFMT_S1_UINT_D15_UNORM:
*float_depth = depth / (float)0x00007fff;
break;
case WINED3DFMT_D16_UNORM:
*float_depth = depth / (float)0x0000ffff;
break;
case WINED3DFMT_D24_UNORM_S8_UINT:
case WINED3DFMT_X8D24_UNORM:
*float_depth = depth / (float)0x00ffffff;
break;
case WINED3DFMT_D32_UNORM:
*float_depth = depth / (float)0xffffffff;
break;
default:
ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
return FALSE;
}
return TRUE;
}
static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth)
{
struct wined3d_resource *resource = &surface->container->resource;
struct wined3d_device *device = resource->device;
struct wined3d_rendertarget_view_desc view_desc;
struct wined3d_rendertarget_view *view;
const struct blit_shader *blitter;
HRESULT hr;
if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info,
WINED3D_BLIT_OP_DEPTH_FILL, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format)))
{
FIXME("No blitter is capable of performing the requested depth fill operation.\n");
return WINED3DERR_INVALIDCALL;
}
view_desc.format_id = resource->format->id;
view_desc.u.texture.level_idx = surface->texture_level;
view_desc.u.texture.layer_idx = surface->texture_layer;
view_desc.u.texture.layer_count = 1;
if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc,
resource, NULL, &wined3d_null_parent_ops, &view)))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
hr = blitter->depth_fill(device, view, rect, depth);
wined3d_rendertarget_view_decref(view);
return hr;
}
static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect)
{
struct wined3d_device *device = src_surface->resource.device;
if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT,
src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
return WINED3DERR_INVALIDCALL;
surface_depth_blt_fbo(device, src_surface, src_location, src_rect, dst_surface, dst_location, dst_rect);
surface_modify_ds_location(dst_surface, dst_location,
dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy);
return WINED3D_OK;
}
static ULONG surface_resource_incref(struct wined3d_resource *resource)
{
struct wined3d_surface *surface = surface_from_resource(resource);
TRACE("surface %p, container %p.\n", surface, surface->container);
return wined3d_texture_incref(surface->container);
}
static ULONG surface_resource_decref(struct wined3d_resource *resource)
{
struct wined3d_surface *surface = surface_from_resource(resource);
TRACE("surface %p, container %p.\n", surface, surface->container);
return wined3d_texture_decref(surface->container);
}
static void surface_unload(struct wined3d_resource *resource)
{
struct wined3d_surface *surface = surface_from_resource(resource);
struct wined3d_renderbuffer_entry *entry, *entry2;
struct wined3d_device *device = resource->device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
TRACE("surface %p.\n", surface);
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if (resource->pool == WINED3D_POOL_DEFAULT)
{
/* Default pool resources are supposed to be destroyed before Reset is called.
* Implicit resources stay however. So this means we have an implicit render target
* or depth stencil. The content may be destroyed, but we still have to tear down
* opengl resources, so we cannot leave early.
*
* Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
* but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
* or the depth stencil into an FBO the texture or render buffer will be removed
* and all flags get lost */
if (resource->usage & WINED3DUSAGE_DEPTHSTENCIL)
{
surface_validate_location(surface, WINED3D_LOCATION_DISCARDED);
surface_invalidate_location(surface, ~WINED3D_LOCATION_DISCARDED);
}
else
{
surface_prepare_system_memory(surface);
memset(surface->resource.heap_memory, 0, surface->resource.size);
surface_validate_location(surface, WINED3D_LOCATION_SYSMEM);
surface_invalidate_location(surface, ~WINED3D_LOCATION_SYSMEM);
}
}
else
{
surface_load_location(surface, context, surface->resource.map_binding);
surface_invalidate_location(surface, ~surface->resource.map_binding);
}
/* Destroy fbo render buffers. This is needed for implicit render targets, for
* all application-created targets the application has to release the surface
* before calling _Reset
*/
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
{
context_gl_resource_released(device, entry->id, TRUE);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
list_remove(&entry->entry);
HeapFree(GetProcessHeap(), 0, entry);
}
list_init(&surface->renderbuffers);
surface->current_renderbuffer = NULL;
if (surface->rb_multisample)
{
context_gl_resource_released(device, surface->rb_multisample, TRUE);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
surface->rb_multisample = 0;
}
if (surface->rb_resolved)
{
context_gl_resource_released(device, surface->rb_resolved, TRUE);
gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_resolved);
surface->rb_resolved = 0;
}
context_release(context);
resource_unload(resource);
}
static HRESULT surface_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
{
ERR("Not supported on sub-resources.\n");
return WINED3DERR_INVALIDCALL;
}
static HRESULT surface_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
{
ERR("Not supported on sub-resources.\n");
return WINED3DERR_INVALIDCALL;
}
static const struct wined3d_resource_ops surface_resource_ops =
{
surface_resource_incref,
surface_resource_decref,
surface_unload,
surface_resource_sub_resource_map,
surface_resource_sub_resource_unmap,
};
static const struct wined3d_surface_ops surface_ops =
{
surface_private_setup,
};
/*****************************************************************************
* Initializes the GDI surface, aka creates the DIB section we render to
* The DIB section creation is done by calling GetDC, which will create the
* section and releasing the dc to allow the app to use it. The dib section
* will stay until the surface is released
*
* GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
* are set to the real sizes to save memory. The NONPOW2 flag is unset to
* avoid confusion in the shared surface code.
*
* Returns:
* WINED3D_OK on success
* The return values of called methods on failure
*
*****************************************************************************/
static HRESULT gdi_surface_private_setup(struct wined3d_surface *surface)
{
HRESULT hr;
TRACE("surface %p.\n", surface);
if (surface->resource.usage & WINED3DUSAGE_OVERLAY)
{
ERR("Overlays not yet supported by GDI surfaces.\n");
return WINED3DERR_INVALIDCALL;
}
/* Sysmem textures have memory already allocated - release it,
* this avoids an unnecessary memcpy. */
hr = surface_create_dib_section(surface);
if (FAILED(hr))
return hr;
surface->resource.map_binding = WINED3D_LOCATION_DIB;
/* We don't mind the nonpow2 stuff in GDI. */
surface->pow2Width = surface->resource.width;
surface->pow2Height = surface->resource.height;
return WINED3D_OK;
}
static const struct wined3d_surface_ops gdi_surface_ops =
{
gdi_surface_private_setup,
};
/* This call just downloads data, the caller is responsible for binding the
* correct texture. */
/* Context activation is done by the caller. */
static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
DWORD dst_location)
{
const struct wined3d_format *format = surface->resource.format;
struct wined3d_bo_address data;
/* Only support read back of converted P8 surfaces. */
if (surface->container->flags & WINED3D_TEXTURE_CONVERTED && format->id != WINED3DFMT_P8_UINT)
{
ERR("Trying to read back converted surface %p with format %s.\n", surface, debug_d3dformat(format->id));
return;
}
surface_get_memory(surface, &data, dst_location);
if (surface->container->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("(%p) : Calling glGetCompressedTexImage level %d, format %#x, type %#x, data %p.\n",
surface, surface->texture_level, format->glFormat, format->glType, data.addr);
if (data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
checkGLcall("glBindBuffer");
GL_EXTCALL(glGetCompressedTexImage(surface->texture_target, surface->texture_level, NULL));
checkGLcall("glGetCompressedTexImage");
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
else
{
GL_EXTCALL(glGetCompressedTexImage(surface->texture_target,
surface->texture_level, data.addr));
checkGLcall("glGetCompressedTexImage");
}
}
else
{
unsigned int dst_row_pitch, dst_slice_pitch;
unsigned int src_row_pitch, src_slice_pitch;
GLenum gl_format = format->glFormat;
GLenum gl_type = format->glType;
void *mem;
if (surface->container->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
wined3d_texture_get_pitch(surface->container, surface->texture_level, &dst_row_pitch, &dst_slice_pitch);
wined3d_format_calculate_pitch(format, surface->resource.device->surface_alignment,
surface->pow2Width, surface->pow2Height, &src_row_pitch, &src_slice_pitch);
mem = HeapAlloc(GetProcessHeap(), 0, src_slice_pitch);
}
else
{
mem = data.addr;
}
TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
surface, surface->texture_level, gl_format, gl_type, mem);
if (data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
checkGLcall("glBindBuffer");
gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level,
gl_format, gl_type, NULL);
checkGLcall("glGetTexImage");
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
else
{
gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level,
gl_format, gl_type, mem);
checkGLcall("glGetTexImage");
}
if (surface->container->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
const BYTE *src_data;
BYTE *dst_data;
UINT y;
/*
* Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
* the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
* repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
*
* We're doing this...
*
* instead of boxing the texture :
* |<-texture width ->| -->pow2width| /\
* |111111111111111111| | |
* |222 Texture 222222| boxed empty | texture height
* |3333 Data 33333333| | |
* |444444444444444444| | \/
* ----------------------------------- |
* | boxed empty | boxed empty | pow2height
* | | | \/
* -----------------------------------
*
*
* we're repacking the data to the expected texture width
*
* |<-texture width ->| -->pow2width| /\
* |111111111111111111222222222222222| |
* |222333333333333333333444444444444| texture height
* |444444 | |
* | | \/
* | | |
* | empty | pow2height
* | | \/
* -----------------------------------
*
* == is the same as
*
* |<-texture width ->| /\
* |111111111111111111|
* |222222222222222222|texture height
* |333333333333333333|
* |444444444444444444| \/
* --------------------
*
* This also means that any references to surface memory should work with the data as if it were a
* standard texture with a non-power2 width instead of a texture boxed up to be a power2 texture.
*
* internally the texture is still stored in a boxed format so any references to textureName will
* get a boxed texture with width pow2width and not a texture of width resource.width.
*
* Performance should not be an issue, because applications normally do not lock the surfaces when
* rendering. If an app does, the WINED3D_TEXTURE_DYNAMIC_MAP flag will kick in and the memory copy
* won't be released, and doesn't have to be re-read. */
src_data = mem;
dst_data = data.addr;
TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch);
for (y = 0; y < surface->resource.height; ++y)
{
memcpy(dst_data, src_data, dst_row_pitch);
src_data += src_row_pitch;
dst_data += dst_row_pitch;
}
HeapFree(GetProcessHeap(), 0, mem);
}
}
}
/* This call just uploads data, the caller is responsible for binding the
* correct texture. */
/* Context activation is done by the caller. */
void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
BOOL srgb, const struct wined3d_const_bo_address *data)
{
UINT update_w = src_rect->right - src_rect->left;
UINT update_h = src_rect->bottom - src_rect->top;
TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_pitch %u, dst_point %s, srgb %#x, data {%#x:%p}.\n",
surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_pitch,
wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr);
if (surface->resource.map_count)
{
WARN("Uploading a surface that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n");
surface->container->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
}
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
{
update_h *= format->height_scale.numerator;
update_h /= format->height_scale.denominator;
}
if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
checkGLcall("glBindBuffer");
}
if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
{
UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1, 1);
UINT row_count = (update_h + format->block_height - 1) / format->block_height;
const BYTE *addr = data->addr;
GLenum internal;
addr += (src_rect->top / format->block_height) * src_pitch;
addr += (src_rect->left / format->block_width) * format->block_byte_count;
if (srgb)
internal = format->glGammaInternal;
else if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET
&& wined3d_resource_is_offscreen(&surface->container->resource))
internal = format->rtInternal;
else
internal = format->glInternal;
TRACE("glCompressedTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, "
"format %#x, image_size %#x, addr %p.\n", surface->texture_target, surface->texture_level,
dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr);
if (row_length == src_pitch)
{
GL_EXTCALL(glCompressedTexSubImage2D(surface->texture_target, surface->texture_level,
dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr));
}
else
{
UINT row, y;
/* glCompressedTexSubImage2D() ignores pixel store state, so we
* can't use the unpack row length like for glTexSubImage2D. */
for (row = 0, y = dst_point->y; row < row_count; ++row)
{
GL_EXTCALL(glCompressedTexSubImage2D(surface->texture_target, surface->texture_level,
dst_point->x, y, update_w, format->block_height, internal, row_length, addr));
y += format->block_height;
addr += src_pitch;
}
}
checkGLcall("glCompressedTexSubImage2D");
}
else
{
const BYTE *addr = data->addr;
addr += src_rect->top * src_pitch;
addr += src_rect->left * format->byte_count;
TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, addr %p.\n",
surface->texture_target, surface->texture_level, dst_point->x, dst_point->y,
update_w, update_h, format->glFormat, format->glType, addr);
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_pitch / format->byte_count);
gl_info->gl_ops.gl.p_glTexSubImage2D(surface->texture_target, surface->texture_level,
dst_point->x, dst_point->y, update_w, update_h, format->glFormat, format->glType, addr);
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
checkGLcall("glTexSubImage2D");
}
if (data->buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
if (wined3d_settings.strict_draw_ordering)
gl_info->gl_ops.gl.p_glFlush();
if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
{
struct wined3d_device *device = surface->resource.device;
unsigned int i;
for (i = 0; i < device->context_count; ++i)
{
context_surface_update(device->contexts[i], surface);
}
}
}
static BOOL surface_check_block_align_rect(struct wined3d_surface *surface, const RECT *rect)
{
struct wined3d_box box = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
return wined3d_texture_check_block_align(surface->container, surface->texture_level, &box);
}
HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
struct wined3d_surface *src_surface, const RECT *src_rect)
{
unsigned int src_row_pitch, src_slice_pitch;
const struct wined3d_format *src_format;
const struct wined3d_format *dst_format;
unsigned int src_fmt_flags, dst_fmt_flags;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct wined3d_bo_address data;
UINT update_w, update_h;
UINT dst_w, dst_h;
RECT r, dst_rect;
POINT p;
TRACE("dst_surface %p, dst_point %s, src_surface %p, src_rect %s.\n",
dst_surface, wine_dbgstr_point(dst_point),
src_surface, wine_dbgstr_rect(src_rect));
src_format = src_surface->resource.format;
dst_format = dst_surface->resource.format;
src_fmt_flags = src_surface->container->resource.format_flags;
dst_fmt_flags = dst_surface->container->resource.format_flags;
if (src_format->id != dst_format->id)
{
WARN("Source and destination surfaces should have the same format.\n");
return WINED3DERR_INVALIDCALL;
}
if (!dst_point)
{
p.x = 0;
p.y = 0;
dst_point = &p;
}
else if (dst_point->x < 0 || dst_point->y < 0)
{
WARN("Invalid destination point.\n");
return WINED3DERR_INVALIDCALL;
}
if (!src_rect)
{
r.left = 0;
r.top = 0;
r.right = src_surface->resource.width;
r.bottom = src_surface->resource.height;
src_rect = &r;
}
else if (src_rect->left < 0 || src_rect->left >= src_rect->right
|| src_rect->top < 0 || src_rect->top >= src_rect->bottom)
{
WARN("Invalid source rectangle.\n");
return WINED3DERR_INVALIDCALL;
}
dst_w = dst_surface->resource.width;
dst_h = dst_surface->resource.height;
update_w = src_rect->right - src_rect->left;
update_h = src_rect->bottom - src_rect->top;
if (update_w > dst_w || dst_point->x > dst_w - update_w
|| update_h > dst_h || dst_point->y > dst_h - update_h)
{
WARN("Destination out of bounds.\n");
return WINED3DERR_INVALIDCALL;
}
if ((src_fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !surface_check_block_align_rect(src_surface, src_rect))
{
WARN("Source rectangle not block-aligned.\n");
return WINED3DERR_INVALIDCALL;
}
SetRect(&dst_rect, dst_point->x, dst_point->y, dst_point->x + update_w, dst_point->y + update_h);
if ((dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !surface_check_block_align_rect(dst_surface, &dst_rect))
{
WARN("Destination rectangle not block-aligned.\n");
return WINED3DERR_INVALIDCALL;
}
/* Use wined3d_surface_blt() instead of uploading directly if we need conversion. */
if (dst_format->convert || wined3d_format_get_color_key_conversion(dst_surface->container, FALSE))
return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, src_rect, 0, NULL, WINED3D_TEXF_POINT);
context = context_acquire(dst_surface->resource.device, NULL);
gl_info = context->gl_info;
/* Only load the surface for partial updates. For newly allocated texture
* the texture wouldn't be the current location, and we'd upload zeroes
* just to overwrite them again. */
if (update_w == dst_w && update_h == dst_h)
wined3d_texture_prepare_texture(dst_surface->container, context, FALSE);
else
surface_load_location(dst_surface, context, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_bind_and_dirtify(dst_surface->container, context, FALSE);
surface_get_memory(src_surface, &data, src_surface->locations);
wined3d_texture_get_pitch(src_surface->container, src_surface->texture_level, &src_row_pitch, &src_slice_pitch);
wined3d_surface_upload_data(dst_surface, gl_info, src_format, src_rect,
src_row_pitch, dst_point, FALSE, wined3d_const_bo_address(&data));
context_release(context);
surface_validate_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB);
surface_invalidate_location(dst_surface, ~WINED3D_LOCATION_TEXTURE_RGB);
return WINED3D_OK;
}
/* In D3D the depth stencil dimensions have to be greater than or equal to the
* render target dimensions. With FBOs, the dimensions have to be an exact match. */
/* TODO: We should synchronize the renderbuffer's content with the texture's content. */
/* Context activation is done by the caller. */
void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt)
{
const struct wined3d_gl_info *gl_info = &surface->resource.device->adapter->gl_info;
struct wined3d_renderbuffer_entry *entry;
GLuint renderbuffer = 0;
unsigned int src_width, src_height;
unsigned int width, height;
if (rt && rt->resource.format->id != WINED3DFMT_NULL)
{
width = rt->pow2Width;
height = rt->pow2Height;
}
else
{
width = surface->pow2Width;
height = surface->pow2Height;
}
src_width = surface->pow2Width;
src_height = surface->pow2Height;
/* A depth stencil smaller than the render target is not valid */
if (width > src_width || height > src_height) return;
/* Remove any renderbuffer set if the sizes match */
if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
|| (width == src_width && height == src_height))
{
surface->current_renderbuffer = NULL;
return;
}
/* Look if we've already got a renderbuffer of the correct dimensions */
LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry)
{
if (entry->width == width && entry->height == height)
{
renderbuffer = entry->id;
surface->current_renderbuffer = entry;
break;
}
}
if (!renderbuffer)
{
gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
surface->resource.format->glInternal, width, height);
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
entry->width = width;
entry->height = height;
entry->id = renderbuffer;
list_add_head(&surface->renderbuffers, &entry->entry);
surface->current_renderbuffer = entry;
}
checkGLcall("set_compatible_renderbuffer");
}
GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
{
const struct wined3d_swapchain *swapchain = surface->container->swapchain;
TRACE("surface %p.\n", surface);
if (!swapchain)
{
ERR("Surface %p is not on a swapchain.\n", surface);
return GL_NONE;
}
if (swapchain->back_buffers && swapchain->back_buffers[0] == surface->container)
{
if (swapchain->render_to_fbo)
{
TRACE("Returning GL_COLOR_ATTACHMENT0\n");
return GL_COLOR_ATTACHMENT0;
}
TRACE("Returning GL_BACK\n");
return GL_BACK;
}
else if (surface->container == swapchain->front_buffer)
{
TRACE("Returning GL_FRONT\n");
return GL_FRONT;
}
FIXME("Higher back buffer, returning GL_BACK\n");
return GL_BACK;
}
/* Context activation is done by the caller. */
void surface_load(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
{
DWORD location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
TRACE("surface %p, srgb %#x.\n", surface, srgb);
if (surface->resource.pool == WINED3D_POOL_SCRATCH)
ERR("Not supported on scratch surfaces.\n");
if (surface->locations & location)
{
TRACE("surface is already in texture\n");
return;
}
TRACE("Reloading because surface is dirty.\n");
surface_load_location(surface, context, location);
surface_evict_sysmem(surface);
}
/* See also float_16_to_32() in wined3d_private.h */
static inline unsigned short float_32_to_16(const float *in)
{
int exp = 0;
float tmp = fabsf(*in);
unsigned int mantissa;
unsigned short ret;
/* Deal with special numbers */
if (*in == 0.0f)
return 0x0000;
if (isnan(*in))
return 0x7c01;
if (isinf(*in))
return (*in < 0.0f ? 0xfc00 : 0x7c00);
if (tmp < (float)(1u << 10))
{
do
{
tmp = tmp * 2.0f;
exp--;
} while (tmp < (float)(1u << 10));
}
else if (tmp >= (float)(1u << 11))
{
do
{
tmp /= 2.0f;
exp++;
} while (tmp >= (float)(1u << 11));
}
mantissa = (unsigned int)tmp;
if (tmp - mantissa >= 0.5f)
++mantissa; /* Round to nearest, away from zero. */
exp += 10; /* Normalize the mantissa. */
exp += 15; /* Exponent is encoded with excess 15. */
if (exp > 30) /* too big */
{
ret = 0x7c00; /* INF */
}
else if (exp <= 0)
{
/* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */
while (exp <= 0)
{
mantissa = mantissa >> 1;
++exp;
}
ret = mantissa & 0x3ff;
}
else
{
ret = (exp << 10) | (mantissa & 0x3ff);
}
ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
return ret;
}
HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info)
{
struct wined3d_resource *texture_resource = &surface->container->resource;
unsigned int width, height;
BOOL create_dib = FALSE;
DWORD valid_location = 0;
HRESULT hr;
if (surface->flags & SFLAG_DIBSECTION)
{
DeleteDC(surface->hDC);
DeleteObject(surface->dib.DIBsection);
surface->dib.bitmap_data = NULL;
surface->flags &= ~SFLAG_DIBSECTION;
create_dib = TRUE;
}
surface->locations = 0;
wined3d_resource_free_sysmem(&surface->resource);
width = texture_resource->width;
height = texture_resource->height;
surface->resource.width = width;
surface->resource.height = height;
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
|| gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
{
surface->pow2Width = width;
surface->pow2Height = height;
}
else
{
surface->pow2Width = surface->pow2Height = 1;
while (surface->pow2Width < width)
surface->pow2Width <<= 1;
while (surface->pow2Height < height)
surface->pow2Height <<= 1;
}
if (surface->container->user_memory)
{
surface->resource.map_binding = WINED3D_LOCATION_USER_MEMORY;
valid_location = WINED3D_LOCATION_USER_MEMORY;
}
surface->resource.format = texture_resource->format;
surface->resource.multisample_type = texture_resource->multisample_type;
surface->resource.multisample_quality = texture_resource->multisample_quality;
surface->resource.size = surface->container->slice_pitch;
/* The format might be changed to a format that needs conversion.
* If the surface didn't use PBOs previously but could now, don't
* change it - whatever made us not use PBOs might come back, e.g.
* color keys. */
if (surface->resource.map_binding == WINED3D_LOCATION_BUFFER && !surface_use_pbo(surface))
surface->resource.map_binding = create_dib ? WINED3D_LOCATION_DIB : WINED3D_LOCATION_SYSMEM;
if (create_dib)
{
if (FAILED(hr = surface_create_dib_section(surface)))
{
ERR("Failed to create dib section, hr %#x.\n", hr);
return hr;
}
if (!valid_location)
valid_location = WINED3D_LOCATION_DIB;
}
if (!valid_location)
{
surface_prepare_system_memory(surface);
valid_location = WINED3D_LOCATION_SYSMEM;
}
surface_validate_location(surface, valid_location);
return WINED3D_OK;
}
static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst,
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
{
unsigned short *dst_s;
const float *src_f;
unsigned int x, y;
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
for (y = 0; y < h; ++y)
{
src_f = (const float *)(src + y * pitch_in);
dst_s = (unsigned short *) (dst + y * pitch_out);
for (x = 0; x < w; ++x)
{
dst_s[x] = float_32_to_16(src_f + x);
}
}
}
static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst,
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
{
static const unsigned char convert_5to8[] =
{
0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a,
0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b,
0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd,
0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff,
};
static const unsigned char convert_6to8[] =
{
0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c,
0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d,
0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d,
0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d,
0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e,
0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe,
0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf,
0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff,
};
unsigned int x, y;
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
for (y = 0; y < h; ++y)
{
const WORD *src_line = (const WORD *)(src + y * pitch_in);
DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
for (x = 0; x < w; ++x)
{
WORD pixel = src_line[x];
dst_line[x] = 0xff000000u
| convert_5to8[(pixel & 0xf800u) >> 11] << 16
| convert_6to8[(pixel & 0x07e0u) >> 5] << 8
| convert_5to8[(pixel & 0x001fu)];
}
}
}
/* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since
* in both cases we're just setting the X / Alpha channel to 0xff. */
static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst,
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
{
unsigned int x, y;
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
for (y = 0; y < h; ++y)
{
const DWORD *src_line = (const DWORD *)(src + y * pitch_in);
DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
for (x = 0; x < w; ++x)
{
dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff);
}
}
}
static inline BYTE cliptobyte(int x)
{
return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x));
}
static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst,
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
{
int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
unsigned int x, y;
TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out);
for (y = 0; y < h; ++y)
{
const BYTE *src_line = src + y * pitch_in;
DWORD *dst_line = (DWORD *)(dst + y * pitch_out);
for (x = 0; x < w; ++x)
{
/* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
* C = Y - 16; D = U - 128; E = V - 128;
* R = cliptobyte((298 * C + 409 * E + 128) >> 8);
* G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
* B = cliptobyte((298 * C + 516 * D + 128) >> 8);
* Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
* U and V are shared between the pixels. */
if (!(x & 1)) /* For every even pixel, read new U and V. */
{
d = (int) src_line[1] - 128;
e = (int) src_line[3] - 128;
r2 = 409 * e + 128;
g2 = - 100 * d - 208 * e + 128;
b2 = 516 * d + 128;
}
c2 = 298 * ((int) src_line[0] - 16);
dst_line[x] = 0xff000000
| cliptobyte((c2 + r2) >> 8) << 16 /* red */
| cliptobyte((c2 + g2) >> 8) << 8 /* green */
| cliptobyte((c2 + b2) >> 8); /* blue */
/* Scale RGB values to 0..255 range,
* then clip them if still not in range (may be negative),
* then shift them within DWORD if necessary. */
src_line += 2;
}
}
}
static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst,
DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h)
{
unsigned int x, y;
int c2, d, e, r2 = 0, g2 = 0, b2 = 0;
TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out);
for (y = 0; y < h; ++y)
{
const BYTE *src_line = src + y * pitch_in;
WORD *dst_line = (WORD *)(dst + y * pitch_out);
for (x = 0; x < w; ++x)
{
/* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV:
* C = Y - 16; D = U - 128; E = V - 128;
* R = cliptobyte((298 * C + 409 * E + 128) >> 8);
* G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8);
* B = cliptobyte((298 * C + 516 * D + 128) >> 8);
* Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V .
* U and V are shared between the pixels. */
if (!(x & 1)) /* For every even pixel, read new U and V. */
{
d = (int) src_line[1] - 128;
e = (int) src_line[3] - 128;
r2 = 409 * e + 128;
g2 = - 100 * d - 208 * e + 128;
b2 = 516 * d + 128;
}
c2 = 298 * ((int) src_line[0] - 16);
dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */
| (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */
| (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */
/* Scale RGB values to 0..255 range,
* then clip them if still not in range (may be negative),
* then shift them within DWORD if necessary. */
src_line += 2;
}
}
}
struct d3dfmt_converter_desc
{
enum wined3d_format_id from, to;
void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
};
static const struct d3dfmt_converter_desc converters[] =
{
{WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float},
{WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8},
{WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8},
{WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM, convert_a8r8g8b8_x8r8g8b8},
{WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8},
{WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5},
};
static inline const struct d3dfmt_converter_desc *find_converter(enum wined3d_format_id from,
enum wined3d_format_id to)
{
unsigned int i;
for (i = 0; i < (sizeof(converters) / sizeof(*converters)); ++i)
{
if (converters[i].from == from && converters[i].to == to)
return &converters[i];
}
return NULL;
}
static struct wined3d_texture *surface_convert_format(struct wined3d_texture *src_texture,
unsigned int sub_resource_idx, enum wined3d_format_id format)
{
struct wined3d_map_desc src_map, dst_map;
const struct d3dfmt_converter_desc *conv;
struct wined3d_texture *dst_texture;
struct wined3d_resource_desc desc;
if (!(conv = find_converter(src_texture->resource.format->id, format)))
{
FIXME("Cannot find a conversion function from format %s to %s.\n",
debug_d3dformat(src_texture->resource.format->id), debug_d3dformat(format));
return NULL;
}
/* FIXME: Multisampled conversion? */
wined3d_resource_get_desc(src_texture->sub_resources[sub_resource_idx].resource, &desc);
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = format;
desc.usage = 0;
desc.pool = WINED3D_POOL_SCRATCH;
if (FAILED(wined3d_texture_create(src_texture->resource.device, &desc, 1,
WINED3D_TEXTURE_CREATE_MAPPABLE | WINED3D_TEXTURE_CREATE_DISCARD,
NULL, NULL, &wined3d_null_parent_ops, &dst_texture)))
{
ERR("Failed to create a destination texture for conversion.\n");
return NULL;
}
memset(&src_map, 0, sizeof(src_map));
memset(&dst_map, 0, sizeof(dst_map));
if (FAILED(wined3d_resource_map(&src_texture->resource, sub_resource_idx,
&src_map, NULL, WINED3D_MAP_READONLY)))
{
ERR("Failed to map the source texture.\n");
wined3d_texture_decref(dst_texture);
return NULL;
}
if (FAILED(wined3d_resource_map(&dst_texture->resource, 0, &dst_map, NULL, 0)))
{
ERR("Failed to map the destination texture.\n");
wined3d_resource_unmap(&src_texture->resource, sub_resource_idx);
wined3d_texture_decref(dst_texture);
return NULL;
}
conv->convert(src_map.data, dst_map.data, src_map.row_pitch, dst_map.row_pitch, desc.width, desc.height);
wined3d_resource_unmap(&dst_texture->resource, 0);
wined3d_resource_unmap(&src_texture->resource, sub_resource_idx);
return dst_texture;
}
static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height,
unsigned int bpp, UINT pitch, DWORD color)
{
BYTE *first;
unsigned int x, y;
/* Do first row */
#define COLORFILL_ROW(type) \
do { \
type *d = (type *)buf; \
for (x = 0; x < width; ++x) \
d[x] = (type)color; \
} while(0)
switch (bpp)
{
case 1:
COLORFILL_ROW(BYTE);
break;
case 2:
COLORFILL_ROW(WORD);
break;
case 3:
{
BYTE *d = buf;
for (x = 0; x < width; ++x, d += 3)
{
d[0] = (color ) & 0xff;
d[1] = (color >> 8) & 0xff;
d[2] = (color >> 16) & 0xff;
}
break;
}
case 4:
COLORFILL_ROW(DWORD);
break;
default:
FIXME("Color fill not implemented for bpp %u!\n", bpp * 8);
return WINED3DERR_NOTAVAILABLE;
}
#undef COLORFILL_ROW
/* Now copy first row. */
first = buf;
for (y = 1; y < height; ++y)
{
buf += pitch;
memcpy(buf, first, width * bpp);
}
return WINED3D_OK;
}
HRESULT wined3d_surface_unmap(struct wined3d_surface *surface)
{
struct wined3d_device *device = surface->resource.device;
struct wined3d_texture *texture = surface->container;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
TRACE("surface %p.\n", surface);
if (!surface->resource.map_count)
{
WARN("Trying to unmap unmapped surface.\n");
return WINEDDERR_NOTLOCKED;
}
--surface->resource.map_count;
switch (surface->resource.map_binding)
{
case WINED3D_LOCATION_SYSMEM:
case WINED3D_LOCATION_USER_MEMORY:
case WINED3D_LOCATION_DIB:
break;
case WINED3D_LOCATION_BUFFER:
context = context_acquire(device, NULL);
gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER,
texture->sub_resources[surface_get_sub_resource_idx(surface)].buffer_object));
GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("glUnmapBuffer");
context_release(context);
break;
default:
ERR("Unexpected map binding %s.\n", wined3d_debug_location(surface->resource.map_binding));
break;
}
if (!(surface->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_TEXTURE_RGB)))
{
if (texture->swapchain && texture->swapchain->front_buffer == texture)
texture->swapchain->swapchain_ops->swapchain_frontbuffer_updated(texture->swapchain);
else if (texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
FIXME("Depth / stencil buffer locking is not implemented.\n");
}
return WINED3D_OK;
}
HRESULT wined3d_surface_map(struct wined3d_surface *surface, struct wined3d_map_desc *map_desc,
const struct wined3d_box *box, DWORD flags)
{
struct wined3d_texture *texture = surface->container;
const struct wined3d_format *format = texture->resource.format;
struct wined3d_device *device = texture->resource.device;
unsigned int fmt_flags = texture->resource.format_flags;
const struct wined3d_gl_info *gl_info = NULL;
struct wined3d_context *context = NULL;
BYTE *base_memory;
TRACE("surface %p, map_desc %p, box %s, flags %#x.\n",
surface, map_desc, debug_box(box), flags);
if (surface->resource.map_count)
{
WARN("Surface is already mapped.\n");
return WINED3DERR_INVALIDCALL;
}
if ((fmt_flags & WINED3DFMT_FLAG_BLOCKS) && box
&& !wined3d_texture_check_block_align(texture, surface->texture_level, box))
{
WARN("Map box %s is misaligned for %ux%u blocks.\n",
debug_box(box), format->block_width, format->block_height);
if (surface->resource.pool == WINED3D_POOL_DEFAULT)
return WINED3DERR_INVALIDCALL;
}
++surface->resource.map_count;
if (!(surface->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU))
WARN("Trying to lock unlockable surface.\n");
/* Performance optimization: Count how often a surface is mapped, if it is
* mapped 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. Note that this
* only really makes sense for managed textures.*/
if (!(texture->flags & WINED3D_TEXTURE_DYNAMIC_MAP)
&& surface->resource.map_binding == WINED3D_LOCATION_SYSMEM)
{
if (++surface->lockCount > MAXLOCKCOUNT)
{
TRACE("Surface is mapped regularly, not freeing the system memory copy any more.\n");
texture->flags |= WINED3D_TEXTURE_DYNAMIC_MAP;
}
}
if (device->d3d_initialized)
{
context = context_acquire(device, NULL);
gl_info = context->gl_info;
}
if (flags & WINED3D_MAP_DISCARD)
{
TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
wined3d_debug_location(surface->resource.map_binding));
wined3d_surface_prepare(surface, context, surface->resource.map_binding);
surface_validate_location(surface, surface->resource.map_binding);
}
else
{
if (surface->resource.usage & WINED3DUSAGE_DYNAMIC)
WARN_(d3d_perf)("Mapping a dynamic surface without WINED3D_MAP_DISCARD.\n");
surface_load_location(surface, context, surface->resource.map_binding);
}
if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
surface_invalidate_location(surface, ~surface->resource.map_binding);
switch (surface->resource.map_binding)
{
case WINED3D_LOCATION_SYSMEM:
base_memory = surface->resource.heap_memory;
break;
case WINED3D_LOCATION_USER_MEMORY:
base_memory = texture->user_memory;
break;
case WINED3D_LOCATION_DIB:
base_memory = surface->dib.bitmap_data;
break;
case WINED3D_LOCATION_BUFFER:
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER,
texture->sub_resources[surface_get_sub_resource_idx(surface)].buffer_object));
base_memory = GL_EXTCALL(glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("map PBO");
break;
default:
ERR("Unexpected map binding %s.\n", wined3d_debug_location(surface->resource.map_binding));
base_memory = NULL;
}
if (context)
context_release(context);
if (fmt_flags & WINED3DFMT_FLAG_BROKEN_PITCH)
{
map_desc->row_pitch = surface->resource.width * format->byte_count;
map_desc->slice_pitch = surface->resource.height * map_desc->row_pitch;
}
else
{
wined3d_texture_get_pitch(texture, surface->texture_level,
&map_desc->row_pitch, &map_desc->slice_pitch);
}
if (!box)
{
map_desc->data = base_memory;
}
else
{
if ((fmt_flags & (WINED3DFMT_FLAG_BLOCKS | WINED3DFMT_FLAG_BROKEN_PITCH)) == WINED3DFMT_FLAG_BLOCKS)
{
/* Compressed textures are block based, so calculate the offset of
* the block that contains the top-left pixel of the locked rectangle. */
map_desc->data = base_memory
+ ((box->top / format->block_height) * map_desc->row_pitch)
+ ((box->left / format->block_width) * format->block_byte_count);
}
else
{
map_desc->data = base_memory
+ (map_desc->row_pitch * box->top)
+ (box->left * format->byte_count);
}
}
if (texture->swapchain && texture->swapchain->front_buffer == texture)
{
RECT *r = &texture->swapchain->front_buffer_update;
if (!box)
SetRect(r, 0, 0, texture->resource.width, texture->resource.height);
else
SetRect(r, box->left, box->top, box->right, box->bottom);
TRACE("Mapped front buffer %s.\n", wine_dbgstr_rect(r));
}
TRACE("Returning memory %p, pitch %u.\n", map_desc->data, map_desc->row_pitch);
return WINED3D_OK;
}
static void read_from_framebuffer(struct wined3d_surface *surface,
struct wined3d_context *old_ctx, DWORD dst_location)
{
struct wined3d_device *device = surface->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context = old_ctx;
struct wined3d_surface *restore_rt = NULL;
unsigned int row_pitch, slice_pitch;
BYTE *mem;
BYTE *row, *top, *bottom;
int i;
BOOL srcIsUpsideDown;
struct wined3d_bo_address data;
surface_get_memory(surface, &data, dst_location);
if (surface != old_ctx->current_rt)
{
restore_rt = old_ctx->current_rt;
context = context_acquire(device, surface);
}
context_apply_blit_state(context, device);
gl_info = context->gl_info;
/* 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 (wined3d_resource_is_offscreen(&surface->container->resource))
{
/* Mapping the primary render target which is not on a swapchain.
* Read from the back buffer. */
TRACE("Mapping offscreen render target.\n");
gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
srcIsUpsideDown = TRUE;
}
else
{
/* Onscreen surfaces are always part of a swapchain */
GLenum buffer = surface_get_gl_buffer(surface);
TRACE("Mapping %#x buffer.\n", buffer);
gl_info->gl_ops.gl.p_glReadBuffer(buffer);
checkGLcall("glReadBuffer");
srcIsUpsideDown = FALSE;
}
if (data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object));
checkGLcall("glBindBuffer");
}
wined3d_texture_get_pitch(surface->container, surface->texture_level, &row_pitch, &slice_pitch);
/* Setup pixel store pack state -- to glReadPixels into the correct place */
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / surface->resource.format->byte_count);
checkGLcall("glPixelStorei");
gl_info->gl_ops.gl.p_glReadPixels(0, 0,
surface->resource.width, surface->resource.height,
surface->resource.format->glFormat,
surface->resource.format->glType, data.addr);
checkGLcall("glReadPixels");
/* Reset previous pixel store pack state */
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0);
checkGLcall("glPixelStorei");
if (!srcIsUpsideDown)
{
/* glReadPixels returns the image upside down, and there is no way to
* prevent this. Flip the lines in software. */
if (!(row = HeapAlloc(GetProcessHeap(), 0, row_pitch)))
goto error;
if (data.buffer_object)
{
mem = GL_EXTCALL(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE));
checkGLcall("glMapBuffer");
}
else
mem = data.addr;
top = mem;
bottom = mem + row_pitch * (surface->resource.height - 1);
for (i = 0; i < surface->resource.height / 2; i++)
{
memcpy(row, top, row_pitch);
memcpy(top, bottom, row_pitch);
memcpy(bottom, row, row_pitch);
top += row_pitch;
bottom -= row_pitch;
}
HeapFree(GetProcessHeap(), 0, row);
if (data.buffer_object)
GL_EXTCALL(glUnmapBuffer(GL_PIXEL_PACK_BUFFER));
}
error:
if (data.buffer_object)
{
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("glBindBuffer");
}
if (restore_rt)
context_restore(context, restore_rt);
}
/* Read the framebuffer contents into a texture. Note that this function
* doesn't do any kind of flipping. Using this on an onscreen surface will
* result in a flipped D3D texture.
*
* Context activation is done by the caller. This function may temporarily
* switch to a different context and restore the original one before return. */
void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, struct wined3d_context *old_ctx)
{
struct wined3d_device *device = surface->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context = old_ctx;
struct wined3d_surface *restore_rt = NULL;
if (old_ctx->current_rt != surface)
{
restore_rt = old_ctx->current_rt;
context = context_acquire(device, surface);
}
gl_info = context->gl_info;
device_invalidate_state(device, STATE_FRAMEBUFFER);
wined3d_texture_prepare_texture(surface->container, context, srgb);
wined3d_texture_bind_and_dirtify(surface->container, context, srgb);
TRACE("Reading back offscreen render target %p.\n", surface);
if (wined3d_resource_is_offscreen(&surface->container->resource))
gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
else
gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(surface));
checkGLcall("glReadBuffer");
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(surface->texture_target, surface->texture_level,
0, 0, 0, 0, surface->resource.width, surface->resource.height);
checkGLcall("glCopyTexSubImage2D");
if (restore_rt)
context_restore(context, restore_rt);
}
static void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL multisample)
{
if (multisample)
{
DWORD samples;
if (surface->rb_multisample)
return;
/* TODO: Nvidia exposes their Coverage Sample Anti-Aliasing (CSAA) feature
* through type == MULTISAMPLE_XX and quality != 0. This could be mapped
* to GL_NV_framebuffer_multisample_coverage.
*
* AMD has a similar feature called Enhanced Quality Anti-Aliasing (EQAA),
* but it does not have an equivalent OpenGL extension. */
/* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality levels
* as the count of advertised multisample types for the surface format. */
if (surface->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
{
const struct wined3d_format *format = surface->resource.format;
unsigned int i, count = 0;
for (i = 0; i < sizeof(format->multisample_types) * 8; ++i)
{
if (format->multisample_types & 1u << i)
{
if (surface->resource.multisample_quality == count++)
break;
}
}
samples = i + 1;
}
else
{
samples = surface->resource.multisample_type;
}
gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_multisample);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_multisample);
gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
surface->resource.format->glInternal, surface->pow2Width, surface->pow2Height);
checkGLcall("glRenderbufferStorageMultisample()");
TRACE("Created multisample rb %u.\n", surface->rb_multisample);
}
else
{
if (surface->rb_resolved)
return;
gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_resolved);
gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_resolved);
gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, surface->resource.format->glInternal,
surface->pow2Width, surface->pow2Height);
checkGLcall("glRenderbufferStorage()");
TRACE("Created resolved rb %u.\n", surface->rb_resolved);
}
}
/* Does a direct frame buffer -> texture copy. Stretching is done with single
* pixel copy calls. */
static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
{
struct wined3d_device *device = dst_surface->resource.device;
const struct wined3d_gl_info *gl_info;
float xrel, yrel;
struct wined3d_context *context;
BOOL upsidedown = FALSE;
RECT dst_rect = *dst_rect_in;
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
*/
if(dst_rect.top > dst_rect.bottom) {
UINT tmp = dst_rect.bottom;
dst_rect.bottom = dst_rect.top;
dst_rect.top = tmp;
upsidedown = TRUE;
}
context = context_acquire(device, src_surface);
gl_info = context->gl_info;
context_apply_blit_state(context, device);
wined3d_texture_load(dst_surface->container, context, FALSE);
/* Bind the target texture */
context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
if (wined3d_resource_is_offscreen(&src_surface->container->resource))
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context));
}
else
{
gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(src_surface));
}
checkGLcall("glReadBuffer");
xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
{
FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
ERR("Texture filtering not supported in direct blit.\n");
}
else if ((filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT)
&& ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
{
ERR("Texture filtering not supported in direct blit\n");
}
if (upsidedown
&& !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
&& !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
{
/* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
src_rect->left, src_surface->resource.height - src_rect->bottom,
dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
}
else
{
LONG row;
UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
/* I have to process this row by row to swap the image,
* otherwise it would be upside down, so stretching in y direction
* doesn't cost extra time
*
* However, stretching in x direction can be avoided if not necessary
*/
for(row = dst_rect.top; row < dst_rect.bottom; row++) {
if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
{
/* Well, that stuff works, but it's very slow.
* find a better way instead
*/
LONG col;
for (col = dst_rect.left; col < dst_rect.right; ++col)
{
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
dst_rect.left + col /* x offset */, row /* y offset */,
src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
}
}
else
{
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
dst_rect.left /* x offset */, row /* y offset */,
src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
}
}
}
checkGLcall("glCopyTexSubImage2D");
context_release(context);
/* The texture is now most up to date - If the surface is a render target
* and has a drawable, this path is never entered. */
surface_validate_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB);
surface_invalidate_location(dst_surface, ~WINED3D_LOCATION_TEXTURE_RGB);
}
/* Uses the hardware to stretch and flip the image */
static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
{
struct wined3d_device *device = dst_surface->resource.device;
GLuint src, backup = 0;
float left, right, top, bottom; /* Texture coordinates */
UINT fbwidth = src_surface->resource.width;
UINT fbheight = src_surface->resource.height;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
GLenum drawBuffer = GL_BACK;
GLenum offscreen_buffer;
GLenum texture_target;
BOOL noBackBufferBackup;
BOOL src_offscreen;
BOOL upsidedown = FALSE;
RECT dst_rect = *dst_rect_in;
TRACE("Using hwstretch blit\n");
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context = context_acquire(device, src_surface);
gl_info = context->gl_info;
context_apply_blit_state(context, device);
wined3d_texture_load(dst_surface->container, context, FALSE);
offscreen_buffer = context_get_offscreen_gl_buffer(context);
src_offscreen = wined3d_resource_is_offscreen(&src_surface->container->resource);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
{
/* Get it a description */
wined3d_texture_load(src_surface->container, context, FALSE);
}
/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
* This way we don't have to wait for the 2nd readback to finish to leave this function.
*/
if (context->aux_buffers >= 2)
{
/* Got more than one aux buffer? Use the 2nd aux buffer */
drawBuffer = GL_AUX1;
}
else if ((!src_offscreen || offscreen_buffer == GL_BACK) && context->aux_buffers >= 1)
{
/* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
drawBuffer = GL_AUX0;
}
if (noBackBufferBackup)
{
gl_info->gl_ops.gl.p_glGenTextures(1, &backup);
checkGLcall("glGenTextures");
context_bind_texture(context, GL_TEXTURE_2D, backup);
texture_target = GL_TEXTURE_2D;
}
else
{
/* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
* we are reading from the back buffer, the backup can be used as source texture
*/
texture_target = src_surface->texture_target;
context_bind_texture(context, texture_target, src_surface->container->texture_rgb.name);
gl_info->gl_ops.gl.p_glEnable(texture_target);
checkGLcall("glEnable(texture_target)");
/* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
src_surface->locations &= ~WINED3D_LOCATION_TEXTURE_RGB;
}
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
*/
if(dst_rect.top > dst_rect.bottom) {
UINT tmp = dst_rect.bottom;
dst_rect.bottom = dst_rect.top;
dst_rect.top = tmp;
upsidedown = TRUE;
}
if (src_offscreen)
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
gl_info->gl_ops.gl.p_glReadBuffer(offscreen_buffer);
}
else
{
gl_info->gl_ops.gl.p_glReadBuffer(surface_get_gl_buffer(src_surface));
}
/* TODO: Only back up the part that will be overwritten */
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, fbwidth, fbheight);
checkGLcall("glCopyTexSubImage2D");
/* No issue with overriding these - the sampler is dirty due to blit usage */
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter));
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
checkGLcall("glTexParameteri");
if (!src_surface->container->swapchain
|| src_surface->container == src_surface->container->swapchain->back_buffers[0])
{
src = backup ? backup : src_surface->container->texture_rgb.name;
}
else
{
gl_info->gl_ops.gl.p_glReadBuffer(GL_FRONT);
checkGLcall("glReadBuffer(GL_FRONT)");
gl_info->gl_ops.gl.p_glGenTextures(1, &src);
checkGLcall("glGenTextures(1, &src)");
context_bind_texture(context, GL_TEXTURE_2D, src);
/* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
* out for power of 2 sizes
*/
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
checkGLcall("glTexImage2D");
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, fbwidth, fbheight);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
gl_info->gl_ops.gl.p_glReadBuffer(GL_BACK);
checkGLcall("glReadBuffer(GL_BACK)");
if (texture_target != GL_TEXTURE_2D)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
texture_target = GL_TEXTURE_2D;
}
}
checkGLcall("glEnd and previous");
left = src_rect->left;
right = src_rect->right;
if (!upsidedown)
{
top = src_surface->resource.height - src_rect->top;
bottom = src_surface->resource.height - src_rect->bottom;
}
else
{
top = src_surface->resource.height - src_rect->bottom;
bottom = src_surface->resource.height - src_rect->top;
}
if (src_surface->container->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
{
left /= src_surface->pow2Width;
right /= src_surface->pow2Width;
top /= src_surface->pow2Height;
bottom /= src_surface->pow2Height;
}
/* draw the source texture stretched and upside down. The correct surface is bound already */
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
context_set_draw_buffer(context, drawBuffer);
gl_info->gl_ops.gl.p_glReadBuffer(drawBuffer);
gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
/* bottom left */
gl_info->gl_ops.gl.p_glTexCoord2f(left, bottom);
gl_info->gl_ops.gl.p_glVertex2i(0, 0);
/* top left */
gl_info->gl_ops.gl.p_glTexCoord2f(left, top);
gl_info->gl_ops.gl.p_glVertex2i(0, dst_rect.bottom - dst_rect.top);
/* top right */
gl_info->gl_ops.gl.p_glTexCoord2f(right, top);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
/* bottom right */
gl_info->gl_ops.gl.p_glTexCoord2f(right, bottom);
gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, 0);
gl_info->gl_ops.gl.p_glEnd();
checkGLcall("glEnd and previous");
if (texture_target != dst_surface->texture_target)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(dst_surface->texture_target);
texture_target = dst_surface->texture_target;
}
/* Now read the stretched and upside down image into the destination texture */
context_bind_texture(context, texture_target, dst_surface->container->texture_rgb.name);
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target,
0,
dst_rect.left, dst_rect.top, /* xoffset, yoffset */
0, 0, /* We blitted the image to the origin */
dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
checkGLcall("glCopyTexSubImage2D");
if (drawBuffer == GL_BACK)
{
/* Write the back buffer backup back. */
if (backup)
{
if (texture_target != GL_TEXTURE_2D)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
texture_target = GL_TEXTURE_2D;
}
context_bind_texture(context, GL_TEXTURE_2D, backup);
}
else
{
if (texture_target != src_surface->texture_target)
{
gl_info->gl_ops.gl.p_glDisable(texture_target);
gl_info->gl_ops.gl.p_glEnable(src_surface->texture_target);
texture_target = src_surface->texture_target;
}
context_bind_texture(context, src_surface->texture_target, src_surface->container->texture_rgb.name);
}
gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
/* top left */
gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f);
gl_info->gl_ops.gl.p_glVertex2i(0, fbheight);
/* bottom left */
gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
gl_info->gl_ops.gl.p_glVertex2i(0, 0);
/* bottom right */
gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
(float)fbheight / (float)src_surface->pow2Height);
gl_info->gl_ops.gl.p_glVertex2i(fbwidth, 0);
/* top right */
gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
gl_info->gl_ops.gl.p_glVertex2i(fbwidth, fbheight);
gl_info->gl_ops.gl.p_glEnd();
}
gl_info->gl_ops.gl.p_glDisable(texture_target);
checkGLcall("glDisable(texture_target)");
/* Cleanup */
if (src != src_surface->container->texture_rgb.name && src != backup)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &src);
checkGLcall("glDeleteTextures(1, &src)");
}
if (backup)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &backup);
checkGLcall("glDeleteTextures(1, &backup)");
}
if (wined3d_settings.strict_draw_ordering)
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
/* The texture is now most up to date - If the surface is a render target
* and has a drawable, this path is never entered. */
surface_validate_location(dst_surface, WINED3D_LOCATION_TEXTURE_RGB);
surface_invalidate_location(dst_surface, ~WINED3D_LOCATION_TEXTURE_RGB);
}
/* Front buffer coordinates are always full screen coordinates, but our GL
* drawable is limited to the window's client area. The sysmem and texture
* copies do have the full screen size. Note that GL has a bottom-left
* origin, while D3D has a top-left origin. */
void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect)
{
UINT drawable_height;
if (surface->container->swapchain && surface->container == surface->container->swapchain->front_buffer)
{
POINT offset = {0, 0};
RECT windowsize;
ScreenToClient(window, &offset);
OffsetRect(rect, offset.x, offset.y);
GetClientRect(window, &windowsize);
drawable_height = windowsize.bottom - windowsize.top;
}
else
{
drawable_height = surface->resource.height;
}
rect->top = drawable_height - rect->top;
rect->bottom = drawable_height - rect->bottom;
}
/* Context activation is done by the caller. */
static void surface_blt_to_drawable(const struct wined3d_device *device,
struct wined3d_context *old_ctx,
enum wined3d_texture_filter_type filter, BOOL alpha_test,
struct wined3d_surface *src_surface, const RECT *src_rect_in,
struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context = old_ctx;
struct wined3d_surface *restore_rt = NULL;
RECT src_rect, dst_rect;
src_rect = *src_rect_in;
dst_rect = *dst_rect_in;
if (old_ctx->current_rt != dst_surface)
{
restore_rt = old_ctx->current_rt;
context = context_acquire(device, dst_surface);
}
gl_info = context->gl_info;
/* Make sure the surface is up-to-date. This should probably use
* surface_load_location() and worry about the destination surface too,
* unless we're overwriting it completely. */
wined3d_texture_load(src_surface->container, context, FALSE);
/* Activate the destination context, set it up for blitting */
context_apply_blit_state(context, device);
if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
device->blitter->set_shader(device->blit_priv, context, src_surface, NULL);
if (alpha_test)
{
gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable(GL_ALPHA_TEST)");
/* For P8 surfaces, the alpha component contains the palette index.
* Which means that the colorkey is one of the palette entries. In
* other cases pixels that should be masked away have alpha set to 0. */
if (src_surface->resource.format->id == WINED3DFMT_P8_UINT)
gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL,
(float)src_surface->container->async.src_blt_color_key.color_space_low_value / 255.0f);
else
gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
checkGLcall("glAlphaFunc");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
if (alpha_test)
{
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
}
/* Leave the opengl state valid for blitting */
device->blitter->unset_shader(context->gl_info);
if (wined3d_settings.strict_draw_ordering
|| (dst_surface->container->swapchain
&& dst_surface->container->swapchain->front_buffer == dst_surface->container))
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
if (restore_rt)
context_restore(context, restore_rt);
}
HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const struct wined3d_color *color)
{
struct wined3d_resource *resource = &s->container->resource;
struct wined3d_device *device = resource->device;
struct wined3d_rendertarget_view_desc view_desc;
struct wined3d_rendertarget_view *view;
const struct blit_shader *blitter;
HRESULT hr;
if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info,
WINED3D_BLIT_OP_COLOR_FILL, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format)))
{
FIXME("No blitter is capable of performing the requested color fill operation.\n");
return WINED3DERR_INVALIDCALL;
}
view_desc.format_id = resource->format->id;
view_desc.u.texture.level_idx = s->texture_level;
view_desc.u.texture.layer_idx = s->texture_layer;
view_desc.u.texture.layer_count = 1;
if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc,
resource, NULL, &wined3d_null_parent_ops, &view)))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
hr = blitter->color_fill(device, view, rect, color);
wined3d_rendertarget_view_decref(view);
return hr;
}
static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RECT *dst_rect,
struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
{
struct wined3d_device *device = dst_surface->resource.device;
const struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(device->fb.render_targets[0]);
struct wined3d_swapchain *src_swapchain, *dst_swapchain;
TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
flags, fx, debug_d3dtexturefiltertype(filter));
/* Get the swapchain. One of the surfaces has to be a primary surface */
if (dst_surface->resource.pool == WINED3D_POOL_SYSTEM_MEM)
{
WARN("Destination is in sysmem, rejecting gl blt\n");
return WINED3DERR_INVALIDCALL;
}
dst_swapchain = dst_surface->container->swapchain;
if (src_surface)
{
if (src_surface->resource.pool == WINED3D_POOL_SYSTEM_MEM)
{
WARN("Src is in sysmem, rejecting gl blt\n");
return WINED3DERR_INVALIDCALL;
}
src_swapchain = src_surface->container->swapchain;
}
else
{
src_swapchain = NULL;
}
/* Early sort out of cases where no render target is used */
if (!dst_swapchain && !src_swapchain && src_surface != rt && dst_surface != rt)
{
TRACE("No surface is render target, not using hardware blit.\n");
return WINED3DERR_INVALIDCALL;
}
/* No destination color keying supported */
if (flags & (WINED3D_BLT_DST_CKEY | WINED3D_BLT_DST_CKEY_OVERRIDE))
{
/* Can we support that with glBlendFunc if blitting to the frame buffer? */
TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_swapchain && dst_swapchain == src_swapchain)
{
FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_swapchain && src_swapchain)
{
FIXME("Implement hardware blit between two different swapchains\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_swapchain)
{
/* Handled with regular texture -> swapchain blit */
if (src_surface == rt)
TRACE("Blit from active render target to a swapchain\n");
}
else if (src_swapchain && dst_surface == rt)
{
FIXME("Implement blit from a swapchain to the active render target\n");
return WINED3DERR_INVALIDCALL;
}
if ((src_swapchain || src_surface == rt) && !dst_swapchain)
{
/* Blit from render target to texture */
BOOL stretchx;
/* P8 read back is not implemented */
if (src_surface->resource.format->id == WINED3DFMT_P8_UINT
|| dst_surface->resource.format->id == WINED3DFMT_P8_UINT)
{
TRACE("P8 read back not supported by frame buffer to texture blit\n");
return WINED3DERR_INVALIDCALL;
}
if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_SRC_CKEY_OVERRIDE))
{
TRACE("Color keying not supported by frame buffer to texture blit\n");
return WINED3DERR_INVALIDCALL;
/* Destination color key is checked above */
}
if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left)
stretchx = TRUE;
else
stretchx = FALSE;
/* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
* flip the image nor scale it.
*
* -> If the app asks for an unscaled, upside down copy, just perform one glCopyTexSubImage2D call
* -> If the app wants an image width an unscaled width, copy it line per line
* -> If the app wants an image that is scaled on the x axis, and the destination rectangle is smaller
* than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
* back buffer. This is slower than reading line per line, thus not used for flipping
* -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
* pixel by pixel. */
if (!stretchx || dst_rect->right - dst_rect->left > src_surface->resource.width
|| dst_rect->bottom - dst_rect->top > src_surface->resource.height)
{
TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n");
fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, filter);
}
else
{
TRACE("Using hardware stretching to flip / stretch the texture.\n");
fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, filter);
}
surface_evict_sysmem(dst_surface);
return WINED3D_OK;
}
/* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
return WINED3DERR_INVALIDCALL;
}
/* Context activation is done by the caller. */
static void surface_depth_blt(const struct wined3d_surface *surface, struct wined3d_context *context,
GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
{
struct wined3d_device *device = surface->resource.device;
const struct wined3d_gl_info *gl_info = context->gl_info;
GLint compare_mode = GL_NONE;
struct blt_info info;
GLint old_binding = 0;
RECT rect;
gl_info->gl_ops.gl.p_glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
gl_info->gl_ops.gl.p_glDepthFunc(GL_ALWAYS);
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
gl_info->gl_ops.gl.p_glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
gl_info->gl_ops.gl.p_glViewport(x, y, w, h);
gl_info->gl_ops.gl.p_glDepthRange(0.0, 1.0);
SetRect(&rect, 0, h, w, 0);
surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
context_active_texture(context, context->gl_info, 0);
gl_info->gl_ops.gl.p_glGetIntegerv(info.binding, &old_binding);
gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, texture);
if (gl_info->supported[ARB_SHADOW])
{
gl_info->gl_ops.gl.p_glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode);
if (compare_mode != GL_NONE)
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
}
device->shader_backend->shader_select_depth_blt(device->shader_priv,
gl_info, info.tex_type, &surface->ds_current_size);
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[0]);
gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[1]);
gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[2]);
gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[3]);
gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
gl_info->gl_ops.gl.p_glEnd();
if (compare_mode != GL_NONE)
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode);
gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, old_binding);
gl_info->gl_ops.gl.p_glPopAttrib();
device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
}
void surface_modify_ds_location(struct wined3d_surface *surface,
DWORD location, UINT w, UINT h)
{
TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h);
if (((surface->locations & WINED3D_LOCATION_TEXTURE_RGB) && !(location & WINED3D_LOCATION_TEXTURE_RGB))
|| (!(surface->locations & WINED3D_LOCATION_TEXTURE_RGB) && (location & WINED3D_LOCATION_TEXTURE_RGB)))
wined3d_texture_set_dirty(surface->container);
surface->ds_current_size.cx = w;
surface->ds_current_size.cy = h;
surface->locations = location;
}
/* Context activation is done by the caller. */
void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_device *device = surface->resource.device;
GLsizei w, h;
TRACE("surface %p, context %p, new location %#x.\n", surface, context, location);
/* TODO: Make this work for modes other than FBO */
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
if (!(surface->locations & location))
{
w = surface->ds_current_size.cx;
h = surface->ds_current_size.cy;
surface->ds_current_size.cx = 0;
surface->ds_current_size.cy = 0;
}
else
{
w = surface->resource.width;
h = surface->resource.height;
}
if (surface->ds_current_size.cx == surface->resource.width
&& surface->ds_current_size.cy == surface->resource.height)
{
TRACE("Location (%#x) is already up to date.\n", location);
return;
}
if (surface->current_renderbuffer)
{
FIXME("Not supported with fixed up depth stencil.\n");
return;
}
wined3d_surface_prepare(surface, context, location);
if (surface->locations & WINED3D_LOCATION_DISCARDED)
{
TRACE("Surface was discarded, no need copy data.\n");
surface->locations &= ~WINED3D_LOCATION_DISCARDED;
surface->locations |= location;
surface->ds_current_size.cx = surface->resource.width;
surface->ds_current_size.cy = surface->resource.height;
return;
}
if (!surface->locations)
{
FIXME("No up to date depth stencil location.\n");
surface->locations |= location;
surface->ds_current_size.cx = surface->resource.width;
surface->ds_current_size.cy = surface->resource.height;
return;
}
if (location == WINED3D_LOCATION_TEXTURE_RGB)
{
GLint old_binding = 0;
GLenum bind_target;
/* The render target is allowed to be smaller than the depth/stencil
* buffer, so the onscreen depth/stencil buffer is potentially smaller
* than the offscreen surface. Don't overwrite the offscreen surface
* with undefined data. */
w = min(w, context->swapchain->desc.backbuffer_width);
h = min(h, context->swapchain->desc.backbuffer_height);
TRACE("Copying onscreen depth buffer to depth texture.\n");
if (!device->depth_blt_texture)
gl_info->gl_ops.gl.p_glGenTextures(1, &device->depth_blt_texture);
/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
* directly on the FBO texture. That's because we need to flip. */
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
NULL, WINED3D_LOCATION_DRAWABLE);
if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
bind_target = GL_TEXTURE_RECTANGLE_ARB;
}
else
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
bind_target = GL_TEXTURE_2D;
}
gl_info->gl_ops.gl.p_glBindTexture(bind_target, device->depth_blt_texture);
/* We use GL_DEPTH_COMPONENT instead of the surface's specific
* internal format, because the internal format might include stencil
* data. In principle we should copy stencil data as well, but unless
* the driver supports stencil export it's hard to do, and doesn't
* seem to be needed in practice. If the hardware doesn't support
* writing stencil data, the glCopyTexImage2D() call might trigger
* software fallbacks. */
gl_info->gl_ops.gl.p_glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0);
gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
gl_info->gl_ops.gl.p_glBindTexture(bind_target, old_binding);
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
NULL, surface, WINED3D_LOCATION_TEXTURE_RGB);
context_set_draw_buffer(context, GL_NONE);
/* Do the actual blit */
surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target);
checkGLcall("depth_blt");
context_invalidate_state(context, STATE_FRAMEBUFFER);
if (wined3d_settings.strict_draw_ordering)
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
}
else if (location == WINED3D_LOCATION_DRAWABLE)
{
TRACE("Copying depth texture to onscreen depth buffer.\n");
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
NULL, WINED3D_LOCATION_DRAWABLE);
surface_depth_blt(surface, context, surface->container->texture_rgb.name,
0, surface->pow2Height - h, w, h, surface->texture_target);
checkGLcall("depth_blt");
context_invalidate_state(context, STATE_FRAMEBUFFER);
if (wined3d_settings.strict_draw_ordering)
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
}
else
{
ERR("Invalid location (%#x) specified.\n", location);
}
surface->locations |= location;
surface->ds_current_size.cx = surface->resource.width;
surface->ds_current_size.cy = surface->resource.height;
}
void surface_validate_location(struct wined3d_surface *surface, DWORD location)
{
TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
surface->locations |= location;
}
void surface_invalidate_location(struct wined3d_surface *surface, DWORD location)
{
TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
if (location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
wined3d_texture_set_dirty(surface->container);
surface->locations &= ~location;
if (!surface->locations)
ERR("Surface %p does not have any up to date location.\n", surface);
}
static DWORD resource_access_from_location(DWORD location)
{
switch (location)
{
case WINED3D_LOCATION_SYSMEM:
case WINED3D_LOCATION_USER_MEMORY:
case WINED3D_LOCATION_DIB:
case WINED3D_LOCATION_BUFFER:
return WINED3D_RESOURCE_ACCESS_CPU;
case WINED3D_LOCATION_DRAWABLE:
case WINED3D_LOCATION_TEXTURE_SRGB:
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_RB_MULTISAMPLE:
case WINED3D_LOCATION_RB_RESOLVED:
return WINED3D_RESOURCE_ACCESS_GPU;
default:
FIXME("Unhandled location %#x.\n", location);
return 0;
}
}
static void surface_copy_simple_location(struct wined3d_surface *surface, DWORD location)
{
struct wined3d_device *device = surface->resource.device;
struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
struct wined3d_bo_address dst, src;
UINT size = surface->resource.size;
surface_get_memory(surface, &dst, location);
surface_get_memory(surface, &src, surface->locations);
if (dst.buffer_object)
{
context = context_acquire(device, NULL);
gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
checkGLcall("Upload PBO");
context_release(context);
return;
}
if (src.buffer_object)
{
context = context_acquire(device, NULL);
gl_info = context->gl_info;
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
checkGLcall("Download PBO");
context_release(context);
return;
}
memcpy(dst.addr, src.addr, size);
}
/* Context activation is done by the caller. */
static void surface_load_sysmem(struct wined3d_surface *surface,
struct wined3d_context *context, DWORD dst_location)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
wined3d_surface_prepare(surface, context, dst_location);
if (surface->locations & surface_simple_locations)
{
surface_copy_simple_location(surface, dst_location);
return;
}
if (surface->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED))
surface_load_location(surface, context, WINED3D_LOCATION_TEXTURE_RGB);
/* Download the surface to system memory. */
if (surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
{
wined3d_texture_bind_and_dirtify(surface->container, context,
!(surface->locations & WINED3D_LOCATION_TEXTURE_RGB));
surface_download_data(surface, gl_info, dst_location);
return;
}
if (surface->locations & WINED3D_LOCATION_DRAWABLE)
{
read_from_framebuffer(surface, context, dst_location);
return;
}
FIXME("Can't load surface %p with location flags %s into sysmem.\n",
surface, wined3d_debug_location(surface->locations));
}
/* Context activation is done by the caller. */
static HRESULT surface_load_drawable(struct wined3d_surface *surface,
struct wined3d_context *context)
{
RECT r;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
&& wined3d_resource_is_offscreen(&surface->container->resource))
{
ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n");
return WINED3DERR_INVALIDCALL;
}
surface_get_rect(surface, NULL, &r);
surface_load_location(surface, context, WINED3D_LOCATION_TEXTURE_RGB);
surface_blt_to_drawable(surface->resource.device, context,
WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r);
return WINED3D_OK;
}
static HRESULT surface_load_texture(struct wined3d_surface *surface,
struct wined3d_context *context, BOOL srgb)
{
unsigned int width, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
const RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_device *device = surface->resource.device;
const struct wined3d_color_key_conversion *conversion;
struct wined3d_texture *texture = surface->container;
struct wined3d_bo_address data;
struct wined3d_format format;
POINT dst_point = {0, 0};
BYTE *mem = NULL;
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& wined3d_resource_is_offscreen(&texture->resource)
&& (surface->locations & WINED3D_LOCATION_DRAWABLE))
{
surface_load_fb_texture(surface, srgb, context);
return WINED3D_OK;
}
if (surface->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
&& (surface->container->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
&& fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
{
if (srgb)
surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_RGB,
&src_rect, surface, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect);
else
surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_SRGB,
&src_rect, surface, WINED3D_LOCATION_TEXTURE_RGB, &src_rect);
return WINED3D_OK;
}
if (surface->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
&& (!srgb || (surface->container->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB))
&& fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
{
DWORD src_location = surface->locations & WINED3D_LOCATION_RB_RESOLVED ?
WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
RECT rect = {0, 0, surface->resource.width, surface->resource.height};
surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, src_location,
&rect, surface, dst_location, &rect);
return WINED3D_OK;
}
/* Upload from system memory */
if (srgb)
{
if ((surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | surface->resource.map_binding))
== WINED3D_LOCATION_TEXTURE_RGB)
{
/* Performance warning... */
FIXME("Downloading RGB surface %p to reload it as sRGB.\n", surface);
surface_load_location(surface, context, surface->resource.map_binding);
}
}
else
{
if ((surface->locations & (WINED3D_LOCATION_TEXTURE_SRGB | surface->resource.map_binding))
== WINED3D_LOCATION_TEXTURE_SRGB)
{
/* Performance warning... */
FIXME("Downloading sRGB surface %p to reload it as RGB.\n", surface);
surface_load_location(surface, context, surface->resource.map_binding);
}
}
if (!(surface->locations & surface_simple_locations))
{
WARN("Trying to load a texture from sysmem, but no simple location is valid.\n");
/* Lets hope we get it from somewhere... */
surface_load_location(surface, context, WINED3D_LOCATION_SYSMEM);
}
wined3d_texture_prepare_texture(texture, context, srgb);
wined3d_texture_bind_and_dirtify(texture, context, srgb);
wined3d_texture_get_pitch(texture, surface->texture_level, &src_row_pitch, &src_slice_pitch);
width = surface->resource.width;
format = *texture->resource.format;
if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE)))
format = *wined3d_get_format(gl_info, conversion->dst_format);
/* Don't use PBOs for converted surfaces. During PBO conversion we look at
* WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is
* getting called. */
if ((format.convert || conversion)
&& texture->sub_resources[surface_get_sub_resource_idx(surface)].buffer_object)
{
TRACE("Removing the pbo attached to surface %p.\n", surface);
if (surface->flags & SFLAG_DIBSECTION)
surface->resource.map_binding = WINED3D_LOCATION_DIB;
else
surface->resource.map_binding = WINED3D_LOCATION_SYSMEM;
surface_load_location(surface, context, surface->resource.map_binding);
wined3d_texture_remove_buffer_object(texture, surface_get_sub_resource_idx(surface), gl_info);
}
surface_get_memory(surface, &data, surface->locations);
if (format.convert)
{
/* This code is entered for texture formats which need a fixup. */
UINT height = surface->resource.height;
format.byte_count = format.conv_byte_count;
wined3d_format_calculate_pitch(&format, 1, width, height, &dst_row_pitch, &dst_slice_pitch);
if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch)))
{
ERR("Out of memory (%u).\n", dst_slice_pitch);
context_release(context);
return E_OUTOFMEMORY;
}
format.convert(data.addr, mem, src_row_pitch, src_slice_pitch,
dst_row_pitch, dst_slice_pitch, width, height, 1);
src_row_pitch = dst_row_pitch;
data.addr = mem;
}
else if (conversion)
{
/* This code is only entered for color keying fixups */
struct wined3d_palette *palette = NULL;
UINT height = surface->resource.height;
wined3d_format_calculate_pitch(&format, device->surface_alignment,
width, height, &dst_row_pitch, &dst_slice_pitch);
if (!(mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch)))
{
ERR("Out of memory (%u).\n", dst_slice_pitch);
context_release(context);
return E_OUTOFMEMORY;
}
if (texture->swapchain && texture->swapchain->palette)
palette = texture->swapchain->palette;
conversion->convert(data.addr, src_row_pitch, mem, dst_row_pitch,
width, height, palette, &texture->async.gl_color_key);
src_row_pitch = dst_row_pitch;
data.addr = mem;
}
wined3d_surface_upload_data(surface, gl_info, &format, &src_rect,
src_row_pitch, &dst_point, srgb, wined3d_const_bo_address(&data));
HeapFree(GetProcessHeap(), 0, mem);
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void surface_load_renderbuffer(struct wined3d_surface *surface, struct wined3d_context *context,
DWORD dst_location)
{
const RECT rect = {0, 0, surface->resource.width, surface->resource.height};
DWORD src_location;
if (surface->locations & WINED3D_LOCATION_RB_MULTISAMPLE)
src_location = WINED3D_LOCATION_RB_MULTISAMPLE;
else if (surface->locations & WINED3D_LOCATION_RB_RESOLVED)
src_location = WINED3D_LOCATION_RB_RESOLVED;
else if (surface->locations & WINED3D_LOCATION_TEXTURE_SRGB)
src_location = WINED3D_LOCATION_TEXTURE_SRGB;
else /* surface_blt_fbo will load the source location if necessary. */
src_location = WINED3D_LOCATION_TEXTURE_RGB;
surface_blt_fbo(surface->resource.device, context, WINED3D_TEXF_POINT,
surface, src_location, &rect, surface, dst_location, &rect);
}
/* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */
HRESULT surface_load_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
{
HRESULT hr;
TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location));
if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
if (location == WINED3D_LOCATION_TEXTURE_RGB
&& surface->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_DISCARDED))
{
surface_load_ds_location(surface, context, location);
return WINED3D_OK;
}
else if (location & surface->locations
&& surface->container->resource.draw_binding != WINED3D_LOCATION_DRAWABLE)
{
/* Already up to date, nothing to do. */
return WINED3D_OK;
}
else
{
FIXME("Unimplemented copy from %s to %s for depth/stencil buffers.\n",
wined3d_debug_location(surface->locations), wined3d_debug_location(location));
return WINED3DERR_INVALIDCALL;
}
}
if (surface->locations & location)
{
TRACE("Location already up to date.\n");
return WINED3D_OK;
}
if (WARN_ON(d3d_surface))
{
DWORD required_access = resource_access_from_location(location);
if ((surface->resource.access_flags & required_access) != required_access)
WARN("Operation requires %#x access, but surface only has %#x.\n",
required_access, surface->resource.access_flags);
}
if (!surface->locations)
{
ERR("Surface %p does not have any up to date location.\n", surface);
return WINED3DERR_INVALIDCALL;
}
switch (location)
{
case WINED3D_LOCATION_DIB:
case WINED3D_LOCATION_USER_MEMORY:
case WINED3D_LOCATION_SYSMEM:
case WINED3D_LOCATION_BUFFER:
surface_load_sysmem(surface, context, location);
break;
case WINED3D_LOCATION_DRAWABLE:
if (FAILED(hr = surface_load_drawable(surface, context)))
return hr;
break;
case WINED3D_LOCATION_RB_RESOLVED:
case WINED3D_LOCATION_RB_MULTISAMPLE:
surface_load_renderbuffer(surface, context, location);
break;
case WINED3D_LOCATION_TEXTURE_RGB:
case WINED3D_LOCATION_TEXTURE_SRGB:
if (FAILED(hr = surface_load_texture(surface, context,
location == WINED3D_LOCATION_TEXTURE_SRGB)))
return hr;
break;
default:
ERR("Don't know how to handle location %#x.\n", location);
break;
}
surface_validate_location(surface, location);
if (location != WINED3D_LOCATION_SYSMEM && (surface->locations & WINED3D_LOCATION_SYSMEM))
surface_evict_sysmem(surface);
return WINED3D_OK;
}
static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; }
/* Context activation is done by the caller. */
static void ffp_blit_free(struct wined3d_device *device) { }
/* Context activation is done by the caller. */
static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
const struct wined3d_color_key *color_key)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
gl_info->gl_ops.gl.p_glEnable(surface->container->target);
checkGLcall("glEnable(target)");
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void ffp_blit_unset(const struct wined3d_gl_info *gl_info)
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
}
static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info,
const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
{
if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM)
{
TRACE("Source or destination is in system memory.\n");
return FALSE;
}
switch (blit_op)
{
case WINED3D_BLIT_OP_COLOR_BLIT_CKEY:
if (d3d_info->shader_color_key)
{
TRACE("Color keying requires converted textures.\n");
return FALSE;
}
case WINED3D_BLIT_OP_COLOR_BLIT:
case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST:
if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(src_format->color_fixup);
}
/* We only support identity conversions. */
if (!is_identity_fixup(src_format->color_fixup)
|| !is_identity_fixup(dst_format->color_fixup))
{
TRACE("Fixups are not supported.\n");
return FALSE;
}
if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
{
TRACE("Can only blit to render targets.\n");
return FALSE;
}
return TRUE;
case WINED3D_BLIT_OP_COLOR_FILL:
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
|| (dst_usage & WINED3DUSAGE_RENDERTARGET)))
return FALSE;
}
else if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
{
TRACE("Color fill not supported\n");
return FALSE;
}
/* FIXME: We should reject color fills on formats with fixups,
* but this would break P8 color fills for example. */
return TRUE;
case WINED3D_BLIT_OP_DEPTH_FILL:
return TRUE;
default:
TRACE("Unsupported blit_op=%d\n", blit_op);
return FALSE;
}
}
static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
const RECT *rect, const struct wined3d_color *color)
{
const RECT draw_rect = {0, 0, view->width, view->height};
struct wined3d_fb_state fb = {&view, NULL};
device_clear_render_targets(device, 1, &fb, 1, rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
return WINED3D_OK;
}
static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
struct wined3d_rendertarget_view *view, const RECT *rect, float depth)
{
const RECT draw_rect = {0, 0, view->width, view->height};
struct wined3d_fb_state fb = {NULL, view};
device_clear_render_targets(device, 0, &fb, 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
return WINED3D_OK;
}
static void ffp_blit_blit_surface(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
struct wined3d_surface *src_surface, const RECT *src_rect,
struct wined3d_surface *dst_surface, const RECT *dst_rect,
const struct wined3d_color_key *color_key)
{
struct wined3d_context *context;
/* Blit from offscreen surface to render target */
struct wined3d_color_key old_blt_key = src_surface->container->async.src_blt_color_key;
DWORD old_color_key_flags = src_surface->container->async.color_key_flags;
TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface);
wined3d_texture_set_color_key(src_surface->container, WINED3D_CKEY_SRC_BLT, color_key);
context = context_acquire(device, dst_surface);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
glEnable(GL_ALPHA_TEST);
surface_blt_to_drawable(device, context, filter,
!!color_key, src_surface, src_rect, dst_surface, dst_rect);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
glDisable(GL_ALPHA_TEST);
context_release(context);
/* Restore the color key parameters */
wined3d_texture_set_color_key(src_surface->container, WINED3D_CKEY_SRC_BLT,
(old_color_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_blt_key : NULL);
surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
}
const struct blit_shader ffp_blit = {
ffp_blit_alloc,
ffp_blit_free,
ffp_blit_set,
ffp_blit_unset,
ffp_blit_supported,
ffp_blit_color_fill,
ffp_blit_depth_fill,
ffp_blit_blit_surface,
};
static HRESULT cpu_blit_alloc(struct wined3d_device *device)
{
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void cpu_blit_free(struct wined3d_device *device)
{
}
/* Context activation is done by the caller. */
static HRESULT cpu_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
const struct wined3d_color_key *color_key)
{
return WINED3D_OK;
}
/* Context activation is done by the caller. */
static void cpu_blit_unset(const struct wined3d_gl_info *gl_info)
{
}
static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info,
const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
{
if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
{
return TRUE;
}
return FALSE;
}
static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data,
UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h,
const struct wined3d_format *format, DWORD flags, const struct wined3d_blt_fx *fx)
{
UINT row_block_count;
const BYTE *src_row;
BYTE *dst_row;
UINT x, y;
src_row = src_data;
dst_row = dst_data;
row_block_count = (update_w + format->block_width - 1) / format->block_width;
if (!flags)
{
for (y = 0; y < update_h; y += format->block_height)
{
memcpy(dst_row, src_row, row_block_count * format->block_byte_count);
src_row += src_pitch;
dst_row += dst_pitch;
}
return WINED3D_OK;
}
if (flags == WINED3D_BLT_FX && fx->fx == WINEDDBLTFX_MIRRORUPDOWN)
{
src_row += (((update_h / format->block_height) - 1) * src_pitch);
switch (format->id)
{
case WINED3DFMT_DXT1:
for (y = 0; y < update_h; y += format->block_height)
{
struct block
{
WORD color[2];
BYTE control_row[4];
};
const struct block *s = (const struct block *)src_row;
struct block *d = (struct block *)dst_row;
for (x = 0; x < row_block_count; ++x)
{
d[x].color[0] = s[x].color[0];
d[x].color[1] = s[x].color[1];
d[x].control_row[0] = s[x].control_row[3];
d[x].control_row[1] = s[x].control_row[2];
d[x].control_row[2] = s[x].control_row[1];
d[x].control_row[3] = s[x].control_row[0];
}
src_row -= src_pitch;
dst_row += dst_pitch;
}
return WINED3D_OK;
case WINED3DFMT_DXT2:
case WINED3DFMT_DXT3:
for (y = 0; y < update_h; y += format->block_height)
{
struct block
{
WORD alpha_row[4];
WORD color[2];
BYTE control_row[4];
};
const struct block *s = (const struct block *)src_row;
struct block *d = (struct block *)dst_row;
for (x = 0; x < row_block_count; ++x)
{
d[x].alpha_row[0] = s[x].alpha_row[3];
d[x].alpha_row[1] = s[x].alpha_row[2];
d[x].alpha_row[2] = s[x].alpha_row[1];
d[x].alpha_row[3] = s[x].alpha_row[0];
d[x].color[0] = s[x].color[0];
d[x].color[1] = s[x].color[1];
d[x].control_row[0] = s[x].control_row[3];
d[x].control_row[1] = s[x].control_row[2];
d[x].control_row[2] = s[x].control_row[1];
d[x].control_row[3] = s[x].control_row[0];
}
src_row -= src_pitch;
dst_row += dst_pitch;
}
return WINED3D_OK;
default:
FIXME("Compressed flip not implemented for format %s.\n",
debug_d3dformat(format->id));
return E_NOTIMPL;
}
}
FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n",
debug_d3dformat(format->id), flags, flags & WINED3D_BLT_FX ? fx->fx : 0);
return E_NOTIMPL;
}
static HRESULT surface_cpu_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx,
enum wined3d_texture_filter_type filter)
{
unsigned int bpp, src_height, src_width, dst_height, dst_width, row_byte_count;
const struct wined3d_format *src_format, *dst_format;
struct wined3d_texture *converted_texture = NULL;
unsigned int src_fmt_flags, dst_fmt_flags;
struct wined3d_map_desc dst_map, src_map;
const BYTE *sbase = NULL;
HRESULT hr = WINED3D_OK;
BOOL same_sub_resource;
const BYTE *sbuf;
BYTE *dbuf;
int x, y;
TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, "
"src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n",
dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture,
src_sub_resource_idx, debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter));
if (src_texture == dst_texture && src_sub_resource_idx == dst_sub_resource_idx)
{
same_sub_resource = TRUE;
wined3d_resource_map(&dst_texture->resource, dst_sub_resource_idx, &dst_map, NULL, 0);
src_map = dst_map;
src_format = dst_texture->resource.format;
dst_format = src_format;
dst_fmt_flags = dst_texture->resource.format_flags;
src_fmt_flags = dst_fmt_flags;
}
else
{
same_sub_resource = FALSE;
dst_format = dst_texture->resource.format;
dst_fmt_flags = dst_texture->resource.format_flags;
if (src_texture)
{
if (dst_texture->resource.format->id != src_texture->resource.format->id)
{
if (!(converted_texture = surface_convert_format(src_texture, src_sub_resource_idx, dst_format->id)))
{
/* The conv function writes a FIXME */
WARN("Cannot convert source surface format to dest format.\n");
goto release;
}
src_texture = converted_texture;
src_sub_resource_idx = 0;
}
wined3d_resource_map(&src_texture->resource, src_sub_resource_idx, &src_map, NULL, WINED3D_MAP_READONLY);
src_format = src_texture->resource.format;
src_fmt_flags = src_texture->resource.format_flags;
}
else
{
src_format = dst_format;
src_fmt_flags = dst_fmt_flags;
}
wined3d_resource_map(&dst_texture->resource, dst_sub_resource_idx, &dst_map, dst_box, 0);
}
bpp = dst_format->byte_count;
src_height = src_box->bottom - src_box->top;
src_width = src_box->right - src_box->left;
dst_height = dst_box->bottom - dst_box->top;
dst_width = dst_box->right - dst_box->left;
row_byte_count = dst_width * bpp;
if (src_texture)
sbase = (BYTE *)src_map.data
+ ((src_box->top / src_format->block_height) * src_map.row_pitch)
+ ((src_box->left / src_format->block_width) * src_format->block_byte_count);
if (same_sub_resource)
dbuf = (BYTE *)dst_map.data
+ ((dst_box->top / dst_format->block_height) * dst_map.row_pitch)
+ ((dst_box->left / dst_format->block_width) * dst_format->block_byte_count);
else
dbuf = dst_map.data;
if (src_fmt_flags & dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS)
{
TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id));
if (same_sub_resource)
{
FIXME("Only plain blits supported on compressed surfaces.\n");
hr = E_NOTIMPL;
goto release;
}
if (src_height != dst_height || src_width != dst_width)
{
WARN("Stretching not supported on compressed surfaces.\n");
hr = WINED3DERR_INVALIDCALL;
goto release;
}
if (!wined3d_texture_check_block_align(src_texture,
src_sub_resource_idx % src_texture->level_count, src_box))
{
WARN("Source rectangle not block-aligned.\n");
hr = WINED3DERR_INVALIDCALL;
goto release;
}
if (!wined3d_texture_check_block_align(dst_texture,
dst_sub_resource_idx % dst_texture->level_count, dst_box))
{
WARN("Destination rectangle not block-aligned.\n");
hr = WINED3DERR_INVALIDCALL;
goto release;
}
hr = surface_cpu_blt_compressed(sbase, dbuf,
src_map.row_pitch, dst_map.row_pitch, dst_width, dst_height,
src_format, flags, fx);
goto release;
}
/* First, all the 'source-less' blits */
if (flags & WINED3D_BLT_COLOR_FILL)
{
hr = _Blt_ColorFill(dbuf, dst_width, dst_height, bpp, dst_map.row_pitch, fx->fill_color);
flags &= ~WINED3D_BLT_COLOR_FILL;
}
if (flags & WINED3D_BLT_DEPTH_FILL)
FIXME("WINED3D_BLT_DEPTH_FILL needs to be implemented!\n");
/* Now the 'with source' blits. */
if (src_texture)
{
int sx, xinc, sy, yinc;
if (!dst_width || !dst_height) /* Hmm... stupid program? */
goto release;
if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT
&& (src_width != dst_width || src_height != dst_height))
{
/* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */
FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter));
}
xinc = (src_width << 16) / dst_width;
yinc = (src_height << 16) / dst_height;
if (!flags)
{
/* No effects, we can cheat here. */
if (dst_width == src_width)
{
if (dst_height == src_height)
{
/* No stretching in either direction. This needs to be as
* fast as possible. */
sbuf = sbase;
/* Check for overlapping surfaces. */
if (!same_sub_resource || dst_box->top < src_box->top
|| dst_box->right <= src_box->left || src_box->right <= dst_box->left)
{
/* No overlap, or dst above src, so copy from top downwards. */
for (y = 0; y < dst_height; ++y)
{
memcpy(dbuf, sbuf, row_byte_count);
sbuf += src_map.row_pitch;
dbuf += dst_map.row_pitch;
}
}
else if (dst_box->top > src_box->top)
{
/* Copy from bottom upwards. */
sbuf += src_map.row_pitch * dst_height;
dbuf += dst_map.row_pitch * dst_height;
for (y = 0; y < dst_height; ++y)
{
sbuf -= src_map.row_pitch;
dbuf -= dst_map.row_pitch;
memcpy(dbuf, sbuf, row_byte_count);
}
}
else
{
/* Src and dst overlapping on the same line, use memmove. */
for (y = 0; y < dst_height; ++y)
{
memmove(dbuf, sbuf, row_byte_count);
sbuf += src_map.row_pitch;
dbuf += dst_map.row_pitch;
}
}
}
else
{
/* Stretching in y direction only. */
for (y = sy = 0; y < dst_height; ++y, sy += yinc)
{
sbuf = sbase + (sy >> 16) * src_map.row_pitch;
memcpy(dbuf, sbuf, row_byte_count);
dbuf += dst_map.row_pitch;
}
}
}
else
{
/* Stretching in X direction. */
int last_sy = -1;
for (y = sy = 0; y < dst_height; ++y, sy += yinc)
{
sbuf = sbase + (sy >> 16) * src_map.row_pitch;
if ((sy >> 16) == (last_sy >> 16))
{
/* This source row is the same as last source row -
* Copy the already stretched row. */
memcpy(dbuf, dbuf - dst_map.row_pitch, row_byte_count);
}
else
{
#define STRETCH_ROW(type) \
do { \
const type *s = (const type *)sbuf; \
type *d = (type *)dbuf; \
for (x = sx = 0; x < dst_width; ++x, sx += xinc) \
d[x] = s[sx >> 16]; \
} while(0)
switch(bpp)
{
case 1:
STRETCH_ROW(BYTE);
break;
case 2:
STRETCH_ROW(WORD);
break;
case 4:
STRETCH_ROW(DWORD);
break;
case 3:
{
const BYTE *s;
BYTE *d = dbuf;
for (x = sx = 0; x < dst_width; x++, sx+= xinc)
{
DWORD pixel;
s = sbuf + 3 * (sx >> 16);
pixel = s[0] | (s[1] << 8) | (s[2] << 16);
d[0] = (pixel ) & 0xff;
d[1] = (pixel >> 8) & 0xff;
d[2] = (pixel >> 16) & 0xff;
d += 3;
}
break;
}
default:
FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8);
hr = WINED3DERR_NOTAVAILABLE;
goto error;
}
#undef STRETCH_ROW
}
dbuf += dst_map.row_pitch;
last_sy = sy;
}
}
}
else
{
LONG dstyinc = dst_map.row_pitch, dstxinc = bpp;
DWORD keylow = 0xffffffff, keyhigh = 0, keymask = 0xffffffff;
DWORD destkeylow = 0x0, destkeyhigh = 0xffffffff, destkeymask = 0xffffffff;
if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY
| WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE))
{
/* The color keying flags are checked for correctness in ddraw */
if (flags & WINED3D_BLT_SRC_CKEY)
{
keylow = src_texture->async.src_blt_color_key.color_space_low_value;
keyhigh = src_texture->async.src_blt_color_key.color_space_high_value;
}
else if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE)
{
keylow = fx->src_color_key.color_space_low_value;
keyhigh = fx->src_color_key.color_space_high_value;
}
if (flags & WINED3D_BLT_DST_CKEY)
{
/* Destination color keys are taken from the source surface! */
destkeylow = src_texture->async.dst_blt_color_key.color_space_low_value;
destkeyhigh = src_texture->async.dst_blt_color_key.color_space_high_value;
}
else if (flags & WINED3D_BLT_DST_CKEY_OVERRIDE)
{
destkeylow = fx->dst_color_key.color_space_low_value;
destkeyhigh = fx->dst_color_key.color_space_high_value;
}
if (bpp == 1)
{
keymask = 0xff;
}
else
{
DWORD masks[3];
get_color_masks(src_format, masks);
keymask = masks[0]
| masks[1]
| masks[2];
}
flags &= ~(WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY
| WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE);
}
if (flags & WINED3D_BLT_FX)
{
BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp;
LONG tmpxy;
dTopLeft = dbuf;
dTopRight = dbuf + ((dst_width - 1) * bpp);
dBottomLeft = dTopLeft + ((dst_height - 1) * dst_map.row_pitch);
dBottomRight = dBottomLeft + ((dst_width - 1) * bpp);
if (fx->fx & WINEDDBLTFX_ARITHSTRETCHY)
{
/* I don't think we need to do anything about this flag */
WARN("Nothing done for WINEDDBLTFX_ARITHSTRETCHY.\n");
}
if (fx->fx & WINEDDBLTFX_MIRRORLEFTRIGHT)
{
tmp = dTopRight;
dTopRight = dTopLeft;
dTopLeft = tmp;
tmp = dBottomRight;
dBottomRight = dBottomLeft;
dBottomLeft = tmp;
dstxinc = dstxinc * -1;
}
if (fx->fx & WINEDDBLTFX_MIRRORUPDOWN)
{
tmp = dTopLeft;
dTopLeft = dBottomLeft;
dBottomLeft = tmp;
tmp = dTopRight;
dTopRight = dBottomRight;
dBottomRight = tmp;
dstyinc = dstyinc * -1;
}
if (fx->fx & WINEDDBLTFX_NOTEARING)
{
/* I don't think we need to do anything about this flag */
WARN("Nothing done for WINEDDBLTFX_NOTEARING.\n");
}
if (fx->fx & WINEDDBLTFX_ROTATE180)
{
tmp = dBottomRight;
dBottomRight = dTopLeft;
dTopLeft = tmp;
tmp = dBottomLeft;
dBottomLeft = dTopRight;
dTopRight = tmp;
dstxinc = dstxinc * -1;
dstyinc = dstyinc * -1;
}
if (fx->fx & WINEDDBLTFX_ROTATE270)
{
tmp = dTopLeft;
dTopLeft = dBottomLeft;
dBottomLeft = dBottomRight;
dBottomRight = dTopRight;
dTopRight = tmp;
tmpxy = dstxinc;
dstxinc = dstyinc;
dstyinc = tmpxy;
dstxinc = dstxinc * -1;
}
if (fx->fx & WINEDDBLTFX_ROTATE90)
{
tmp = dTopLeft;
dTopLeft = dTopRight;
dTopRight = dBottomRight;
dBottomRight = dBottomLeft;
dBottomLeft = tmp;
tmpxy = dstxinc;
dstxinc = dstyinc;
dstyinc = tmpxy;
dstyinc = dstyinc * -1;
}
if (fx->fx & WINEDDBLTFX_ZBUFFERBASEDEST)
{
/* I don't think we need to do anything about this flag */
WARN("Nothing done for WINEDDBLTFX_ZBUFFERBASEDEST.\n");
}
dbuf = dTopLeft;
flags &= ~(WINED3D_BLT_FX);
}
#define COPY_COLORKEY_FX(type) \
do { \
const type *s; \
type *d = (type *)dbuf, *dx, tmp; \
for (y = sy = 0; y < dst_height; ++y, sy += yinc) \
{ \
s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \
dx = d; \
for (x = sx = 0; x < dst_width; ++x, sx += xinc) \
{ \
tmp = s[sx >> 16]; \
if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \
&& ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \
{ \
dx[0] = tmp; \
} \
dx = (type *)(((BYTE *)dx) + dstxinc); \
} \
d = (type *)(((BYTE *)d) + dstyinc); \
} \
} while(0)
switch (bpp)
{
case 1:
COPY_COLORKEY_FX(BYTE);
break;
case 2:
COPY_COLORKEY_FX(WORD);
break;
case 4:
COPY_COLORKEY_FX(DWORD);
break;
case 3:
{
const BYTE *s;
BYTE *d = dbuf, *dx;
for (y = sy = 0; y < dst_height; ++y, sy += yinc)
{
sbuf = sbase + (sy >> 16) * src_map.row_pitch;
dx = d;
for (x = sx = 0; x < dst_width; ++x, sx+= xinc)
{
DWORD pixel, dpixel = 0;
s = sbuf + 3 * (sx>>16);
pixel = s[0] | (s[1] << 8) | (s[2] << 16);
dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16);
if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh)
&& ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh))
{
dx[0] = (pixel ) & 0xff;
dx[1] = (pixel >> 8) & 0xff;
dx[2] = (pixel >> 16) & 0xff;
}
dx += dstxinc;
}
d += dstyinc;
}
break;
}
default:
FIXME("%s color-keyed blit not implemented for bpp %u!\n",
(flags & WINED3D_BLT_SRC_CKEY) ? "Source" : "Destination", bpp * 8);
hr = WINED3DERR_NOTAVAILABLE;
goto error;
#undef COPY_COLORKEY_FX
}
}
}
error:
if (flags && FIXME_ON(d3d_surface))
{
FIXME("\tUnsupported flags: %#x.\n", flags);
}
release:
wined3d_resource_unmap(&dst_texture->resource, dst_sub_resource_idx);
if (src_texture && !same_sub_resource)
wined3d_resource_unmap(&src_texture->resource, src_sub_resource_idx);
if (converted_texture)
wined3d_texture_decref(converted_texture);
return hr;
}
static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
const RECT *rect, const struct wined3d_color *color)
{
const struct wined3d_box box = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
static const struct wined3d_box src_box;
struct wined3d_blt_fx fx;
fx.fill_color = wined3d_format_convert_from_float(view->format, color);
return surface_cpu_blt(wined3d_texture_from_resource(view->resource), view->sub_resource_idx,
&box, NULL, 0, &src_box, WINED3D_BLT_COLOR_FILL, &fx, WINED3D_TEXF_POINT);
}
static HRESULT cpu_blit_depth_fill(struct wined3d_device *device,
struct wined3d_rendertarget_view *view, const RECT *rect, float depth)
{
FIXME("Depth filling not implemented by cpu_blit.\n");
return WINED3DERR_INVALIDCALL;
}
static void cpu_blit_blit_surface(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
struct wined3d_surface *src_surface, const RECT *src_rect,
struct wined3d_surface *dst_surface, const RECT *dst_rect,
const struct wined3d_color_key *color_key)
{
/* FIXME: Remove error returns from surface_blt_cpu. */
ERR("Blit method not implemented by cpu_blit.\n");
}
const struct blit_shader cpu_blit = {
cpu_blit_alloc,
cpu_blit_free,
cpu_blit_set,
cpu_blit_unset,
cpu_blit_supported,
cpu_blit_color_fill,
cpu_blit_depth_fill,
cpu_blit_blit_surface,
};
HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
{
struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1};
struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1};
struct wined3d_texture *dst_texture = dst_surface->container;
struct wined3d_device *device = dst_texture->resource.device;
struct wined3d_swapchain *src_swapchain, *dst_swapchain;
struct wined3d_texture *src_texture = NULL;
DWORD src_ds_flags, dst_ds_flags;
BOOL scale, convert;
static const DWORD simple_blit = WINED3D_BLT_ASYNC
| WINED3D_BLT_COLOR_FILL
| WINED3D_BLT_SRC_CKEY
| WINED3D_BLT_SRC_CKEY_OVERRIDE
| WINED3D_BLT_WAIT
| WINED3D_BLT_DEPTH_FILL
| WINED3D_BLT_DO_NOT_WAIT
| WINED3D_BLT_ALPHA_TEST;
TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n",
dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect),
flags, fx, debug_d3dtexturefiltertype(filter));
TRACE("Usage is %s.\n", debug_d3dusage(dst_texture->resource.usage));
if (fx)
{
TRACE("fx %#x.\n", fx->fx);
TRACE("fill_color 0x%08x.\n", fx->fill_color);
TRACE("dst_color_key {0x%08x, 0x%08x}.\n",
fx->dst_color_key.color_space_low_value,
fx->dst_color_key.color_space_high_value);
TRACE("src_color_key {0x%08x, 0x%08x}.\n",
fx->src_color_key.color_space_low_value,
fx->src_color_key.color_space_high_value);
}
if (dst_surface->resource.map_count || (src_surface && src_surface->resource.map_count))
{
WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n");
return WINEDDERR_SURFACEBUSY;
}
if (dst_rect->left >= dst_rect->right || dst_rect->top >= dst_rect->bottom
|| dst_rect->left > dst_surface->resource.width || dst_rect->left < 0
|| dst_rect->top > dst_surface->resource.height || dst_rect->top < 0
|| dst_rect->right > dst_surface->resource.width || dst_rect->right < 0
|| dst_rect->bottom > dst_surface->resource.height || dst_rect->bottom < 0)
{
WARN("The application gave us a bad destination rectangle.\n");
return WINEDDERR_INVALIDRECT;
}
if (src_surface)
{
if (src_rect->left >= src_rect->right || src_rect->top >= src_rect->bottom
|| src_rect->left > src_surface->resource.width || src_rect->left < 0
|| src_rect->top > src_surface->resource.height || src_rect->top < 0
|| src_rect->right > src_surface->resource.width || src_rect->right < 0
|| src_rect->bottom > src_surface->resource.height || src_rect->bottom < 0)
{
WARN("The application gave us a bad source rectangle.\n");
return WINEDDERR_INVALIDRECT;
}
src_texture = src_surface->container;
}
if (!fx || !(fx->fx))
flags &= ~WINED3D_BLT_FX;
if (flags & WINED3D_BLT_WAIT)
flags &= ~WINED3D_BLT_WAIT;
if (flags & WINED3D_BLT_ASYNC)
{
static unsigned int once;
if (!once++)
FIXME("Can't handle WINED3D_BLT_ASYNC flag.\n");
flags &= ~WINED3D_BLT_ASYNC;
}
/* WINED3D_BLT_DO_NOT_WAIT appeared in DX7. */
if (flags & WINED3D_BLT_DO_NOT_WAIT)
{
static unsigned int once;
if (!once++)
FIXME("Can't handle WINED3D_BLT_DO_NOT_WAIT flag.\n");
flags &= ~WINED3D_BLT_DO_NOT_WAIT;
}
if (!device->d3d_initialized)
{
WARN("D3D not initialized, using fallback.\n");
goto cpu;
}
/* We want to avoid invalidating the sysmem location for converted
* surfaces, since otherwise we'd have to convert the data back when
* locking them. */
if (dst_texture->flags & WINED3D_TEXTURE_CONVERTED || dst_texture->resource.format->convert
|| wined3d_format_get_color_key_conversion(dst_texture, TRUE))
{
WARN_(d3d_perf)("Converted surface, using CPU blit.\n");
goto cpu;
}
if (flags & ~simple_blit)
{
WARN_(d3d_perf)("Using fallback for complex blit (%#x).\n", flags);
goto fallback;
}
if (src_surface)
src_swapchain = src_texture->swapchain;
else
src_swapchain = NULL;
dst_swapchain = dst_texture->swapchain;
/* This isn't strictly needed. FBO blits for example could deal with
* cross-swapchain blits by first downloading the source to a texture
* before switching to the destination context. We just have this here to
* not have to deal with the issue, since cross-swapchain blits should be
* rare. */
if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain)
{
FIXME("Using fallback for cross-swapchain blit.\n");
goto fallback;
}
scale = src_surface
&& (src_rect->right - src_rect->left != dst_rect->right - dst_rect->left
|| src_rect->bottom - src_rect->top != dst_rect->bottom - dst_rect->top);
convert = src_surface && src_texture->resource.format->id != dst_texture->resource.format->id;
dst_ds_flags = dst_texture->resource.format_flags
& (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
if (src_surface)
src_ds_flags = src_texture->resource.format_flags
& (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
else
src_ds_flags = 0;
if (src_ds_flags || dst_ds_flags)
{
if (flags & WINED3D_BLT_DEPTH_FILL)
{
float depth;
TRACE("Depth fill.\n");
if (!surface_convert_depth_to_float(dst_surface, fx->fill_color, &depth))
return WINED3DERR_INVALIDCALL;
if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, dst_rect, depth)))
return WINED3D_OK;
}
else
{
if (src_ds_flags != dst_ds_flags)
{
WARN("Rejecting depth / stencil blit between incompatible formats.\n");
return WINED3DERR_INVALIDCALL;
}
if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_texture->resource.draw_binding,
src_rect, dst_surface, dst_texture->resource.draw_binding, dst_rect)))
return WINED3D_OK;
}
}
else
{
const struct blit_shader *blitter;
/* In principle this would apply to depth blits as well, but we don't
* implement those in the CPU blitter at the moment. */
if ((dst_surface->locations & dst_surface->resource.map_binding)
&& (!src_surface || (src_surface->locations & src_surface->resource.map_binding)))
{
if (scale)
TRACE("Not doing sysmem blit because of scaling.\n");
else if (convert)
TRACE("Not doing sysmem blit because of format conversion.\n");
else
goto cpu;
}
if (flags & WINED3D_BLT_COLOR_FILL)
{
struct wined3d_color color;
const struct wined3d_palette *palette = dst_swapchain ? dst_swapchain->palette : NULL;
TRACE("Color fill.\n");
if (!wined3d_format_convert_color_to_float(dst_texture->resource.format,
palette, fx->fill_color, &color))
goto fallback;
if (SUCCEEDED(surface_color_fill(dst_surface, dst_rect, &color)))
return WINED3D_OK;
}
else
{
enum wined3d_blit_op blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
const struct wined3d_color_key *color_key = NULL;
TRACE("Color blit.\n");
if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE)
{
color_key = &fx->src_color_key;
blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
}
else if (flags & WINED3D_BLT_SRC_CKEY)
{
color_key = &src_texture->async.src_blt_color_key;
blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY;
}
else if (flags & WINED3D_BLT_ALPHA_TEST)
{
blit_op = WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST;
}
else if ((src_surface->locations & WINED3D_LOCATION_SYSMEM)
&& !(dst_surface->locations & WINED3D_LOCATION_SYSMEM))
{
/* Upload */
if (scale)
TRACE("Not doing upload because of scaling.\n");
else if (convert)
TRACE("Not doing upload because of format conversion.\n");
else
{
POINT dst_point = {dst_rect->left, dst_rect->top};
if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, src_rect)))
{
if (!wined3d_resource_is_offscreen(&dst_texture->resource))
{
struct wined3d_context *context = context_acquire(device, dst_surface);
surface_load_location(dst_surface, context, dst_texture->resource.draw_binding);
context_release(context);
}
return WINED3D_OK;
}
}
}
else if (dst_swapchain && dst_swapchain->back_buffers
&& dst_texture == dst_swapchain->front_buffer
&& src_texture == dst_swapchain->back_buffers[0])
{
/* Use present for back -> front blits. The idea behind this is
* that present is potentially faster than a blit, in particular
* when FBO blits aren't available. Some ddraw applications like
* Half-Life and Prince of Persia 3D use Blt() from the backbuffer
* to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
* applications can't blit directly to the frontbuffer. */
enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect;
TRACE("Using present for backbuffer -> frontbuffer blit.\n");
/* Set the swap effect to COPY, we don't want the backbuffer
* to become undefined. */
dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY;
wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0);
dst_swapchain->desc.swap_effect = swap_effect;
return WINED3D_OK;
}
if (fbo_blit_supported(&device->adapter->gl_info, blit_op,
src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format,
dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format))
{
struct wined3d_context *context;
TRACE("Using FBO blit.\n");
context = context_acquire(device, NULL);
surface_blt_fbo(device, context, filter,
src_surface, src_texture->resource.draw_binding, src_rect,
dst_surface, dst_texture->resource.draw_binding, dst_rect);
context_release(context);
surface_validate_location(dst_surface, dst_texture->resource.draw_binding);
surface_invalidate_location(dst_surface, ~dst_texture->resource.draw_binding);
return WINED3D_OK;
}
blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, blit_op,
src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format,
dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format);
if (blitter)
{
blitter->blit_surface(device, blit_op, filter, src_surface,
src_rect, dst_surface, dst_rect, color_key);
return WINED3D_OK;
}
}
}
fallback:
/* Special cases for render targets. */
if (SUCCEEDED(surface_blt_special(dst_surface, dst_rect, src_surface, src_rect, flags, fx, filter)))
return WINED3D_OK;
cpu:
return surface_cpu_blt(dst_texture, surface_get_sub_resource_idx(dst_surface), &dst_box,
src_texture, src_texture ? surface_get_sub_resource_idx(src_surface) : 0, &src_box, flags, fx, filter);
}
HRESULT wined3d_surface_init(struct wined3d_surface *surface, struct wined3d_texture *container,
const struct wined3d_resource_desc *desc, GLenum target, unsigned int level, unsigned int layer, DWORD flags)
{
struct wined3d_device *device = container->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format);
BOOL lockable = flags & WINED3D_TEXTURE_CREATE_MAPPABLE;
UINT multisample_quality = desc->multisample_quality;
unsigned int resource_size;
HRESULT hr;
/* Quick lockable sanity check.
* TODO: remove this after surfaces, usage and lockability have been debugged properly
* this function is too deep to need to care about things like this.
* Levels need to be checked too, since they all affect what can be done. */
switch (desc->pool)
{
case WINED3D_POOL_MANAGED:
if (desc->usage & WINED3DUSAGE_DYNAMIC)
FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
break;
case WINED3D_POOL_DEFAULT:
if (lockable && !(desc->usage & (WINED3DUSAGE_DYNAMIC
| WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
break;
case WINED3D_POOL_SCRATCH:
case WINED3D_POOL_SYSTEM_MEM:
break;
default:
FIXME("Unknown pool %#x.\n", desc->pool);
break;
};
if (desc->usage & WINED3DUSAGE_RENDERTARGET && desc->pool != WINED3D_POOL_DEFAULT)
FIXME("Trying to create a render target that isn't in the default pool.\n");
/* FIXME: Check that the format is supported by the device. */
resource_size = wined3d_format_calculate_size(format, device->surface_alignment, desc->width, desc->height, 1);
if (!resource_size)
return WINED3DERR_INVALIDCALL;
if (device->wined3d->flags & WINED3D_NO3D)
surface->surface_ops = &gdi_surface_ops;
else
surface->surface_ops = &surface_ops;
if (FAILED(hr = resource_init(&surface->resource, device, WINED3D_RTYPE_SURFACE,
format, desc->multisample_type, multisample_quality, desc->usage, desc->pool, desc->width, desc->height,
1, resource_size, NULL, &wined3d_null_parent_ops, &surface_resource_ops)))
{
WARN("Failed to initialize resource, returning %#x.\n", hr);
return hr;
}
surface->container = container;
surface_validate_location(surface, WINED3D_LOCATION_SYSMEM);
list_init(&surface->renderbuffers);
list_init(&surface->overlays);
/* Flags */
if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
surface->flags |= SFLAG_DISCARD;
if (lockable || desc->format == WINED3DFMT_D16_LOCKABLE)
surface->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
surface->texture_target = target;
surface->texture_level = level;
surface->texture_layer = layer;
/* Call the private setup routine */
if (FAILED(hr = surface->surface_ops->surface_private_setup(surface)))
{
ERR("Private setup failed, hr %#x.\n", hr);
wined3d_surface_cleanup(surface);
return hr;
}
/* Similar to lockable rendertargets above, creating the DIB section
* during surface initialization prevents the sysmem pointer from changing
* after a wined3d_texture_get_dc() call. */
if ((desc->usage & WINED3DUSAGE_OWNDC) && !surface->hDC
&& SUCCEEDED(surface_create_dib_section(surface)))
surface->resource.map_binding = WINED3D_LOCATION_DIB;
if (surface->resource.map_binding == WINED3D_LOCATION_DIB)
{
wined3d_resource_free_sysmem(&surface->resource);
surface_validate_location(surface, WINED3D_LOCATION_DIB);
surface_invalidate_location(surface, WINED3D_LOCATION_SYSMEM);
}
return hr;
}
/* Context activation is done by the caller. Context may be NULL in
* WINED3D_NO3D mode. */
void wined3d_surface_prepare(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
{
struct wined3d_texture *texture = surface->container;
switch (location)
{
case WINED3D_LOCATION_SYSMEM:
surface_prepare_system_memory(surface);
break;
case WINED3D_LOCATION_USER_MEMORY:
if (!texture->user_memory)
ERR("Map binding is set to WINED3D_LOCATION_USER_MEMORY but surface->user_memory is NULL.\n");
break;
case WINED3D_LOCATION_DIB:
if (!surface->dib.bitmap_data)
ERR("Map binding is set to WINED3D_LOCATION_DIB but surface->dib.bitmap_data is NULL.\n");
break;
case WINED3D_LOCATION_BUFFER:
wined3d_texture_prepare_buffer_object(texture,
surface_get_sub_resource_idx(surface), context->gl_info);
break;
case WINED3D_LOCATION_TEXTURE_RGB:
wined3d_texture_prepare_texture(texture, context, FALSE);
break;
case WINED3D_LOCATION_TEXTURE_SRGB:
wined3d_texture_prepare_texture(texture, context, TRUE);
break;
case WINED3D_LOCATION_RB_MULTISAMPLE:
surface_prepare_rb(surface, context->gl_info, TRUE);
break;
case WINED3D_LOCATION_RB_RESOLVED:
surface_prepare_rb(surface, context->gl_info, FALSE);
break;
}
}