mirror of
git://source.winehq.org/git/wine.git
synced 2024-11-01 22:50:08 +00:00
67f2ad4563
the interface but it is more correct way (Microsoft even have a resource type of volume). - Moved usage, format, allocatedMemory and size onto the resource class structure. - Refactored Preload for classes that inherit BaseTexture, preload now binds the texture instead of bind texture calling preload, bindTexture allocated a glTexture if there isn't one. - Added two new class static members BaseTexture_CleanUp and Resource_CleanUp that should be called by classes that implement BaseTexture or Resource.
879 lines
38 KiB
C
879 lines
38 KiB
C
/*
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* IWineD3DSurface Implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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/* *******************************************
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IWineD3DSurface IUnknown parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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/* Warn ,but be nice about things */
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TRACE("(%p)->(%s,%p) \n", This,debugstr_guid(riid),ppobj);
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if (riid == NULL) {
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ERR("Probably FIXME: Calling query interface with NULL riid\n");
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}
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DSurface)) {
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IUnknown_AddRef((IUnknown*)iface);
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*ppobj = This;
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return D3D_OK;
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}
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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ULONG ref = InterlockedIncrement(&This->resource.ref);
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TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1);
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return ref;
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}
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ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->resource.ref);
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TRACE("(%p) : Releasing from %ld\n", This, ref + 1);
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if (ref == 0) {
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if (This->textureName != 0) { /* release the openGL texture.. */
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ENTER_GL();
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TRACE("Deleting texture %d\n", This->textureName);
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glDeleteTextures(1, &This->textureName);
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LEAVE_GL();
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}
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DSurface IWineD3DResource parts follow
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**************************************************** */
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HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
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/* TODO: re-write the way textures and managed,
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* use a 'opengl context manager' to manage RenderTarget surfaces
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** *********************************************************/
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/* TODO: check for locks */
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DBaseTexture *baseTexture = NULL;
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TRACE("(%p)Checking to see if the container is a base textuer\n", This);
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if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == D3D_OK) {
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TRACE("Passing to conatiner\n");
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IWineD3DBaseTexture_PreLoad(baseTexture);
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IWineD3DBaseTexture_Release(baseTexture);
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} else{
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TRACE("(%p) : About to load surface\n", This);
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ENTER_GL();
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#if 0 /* TODO: context manager support */
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IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_2D, ENABLED, NOW /* make sure the state is applied now */);
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#endif
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glEnable(GL_TEXTURE_2D); /* make sure texture support is enabled in this context */
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if (This->currentDesc.Level == 0 && This->textureName == 0) {
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glGenTextures(1, &This->textureName);
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checkGLcall("glGenTextures");
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TRACE("Surface %p given name %d\n", This, This->textureName);
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glBindTexture(GL_TEXTURE_2D, This->textureName);
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checkGLcall("glBindTexture");
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IWineD3DSurface_LoadTexture((IWineD3DSurface *) This, GL_TEXTURE_2D, This->currentDesc.Level);
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/* This is where we should be reducing the amount of GLMemoryUsed */
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}else {
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if (This->currentDesc.Level == 0) {
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glBindTexture(GL_TEXTURE_2D, This->textureName);
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checkGLcall("glBindTexture");
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IWineD3DSurface_LoadTexture((IWineD3DSurface *) This, GL_TEXTURE_2D, This->currentDesc.Level);
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} else if (This->textureName != 0) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
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/* assume this is a coding error not a real error for now */
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FIXME("Mipmap surface has a glTexture bound to it!\n");
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}
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}
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if (This->resource.pool == D3DPOOL_DEFAULT) {
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
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GLclampf tmp;
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tmp = 0.9f;
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glPrioritizeTextures(1, &This->textureName, &tmp);
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}
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/* TODO: disable texture support, if it wastn't enabled when we entered. */
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#if 0 /* TODO: context manager support */
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IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_2D, DISABLED,DELAYED
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/* we don't care when the state is disabled(if atall) */);
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#endif
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LEAVE_GL();
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}
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return;
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}
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D3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) {
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DSurface IWineD3DSurface parts follow
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****************************************************** */
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HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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HRESULT hr;
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if (ppContainer == NULL) {
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ERR("Get container called witout a null ppContainer\n");
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return E_NOINTERFACE;
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}
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TRACE("(%p) : Relaying to queryInterface %p %p\n", This, ppContainer, *ppContainer);
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/** From MSDN:
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* If the surface is created using CreateImageSurface/CreateOffscreenPlainSurface, CreateRenderTarget,
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* or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
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* GetContainer will return the Direct3D device used to create the surface.
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*/
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hr = IUnknown_QueryInterface(This->container, riid, ppContainer);
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return hr;
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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TRACE("(%p) : copying into %p\n", This, pDesc);
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*(pDesc->Format) = This->resource.format;
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*(pDesc->Type) = This->resource.resourceType;
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*(pDesc->Usage) = This->resource.usage;
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*(pDesc->Pool) = This->resource.pool;
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*(pDesc->Size) = This->resource.size; /* dx8 only */
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*(pDesc->MultiSampleType) = This->currentDesc.MultiSampleType;
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*(pDesc->MultiSampleQuality) = This->currentDesc.MultiSampleQuality;
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*(pDesc->Width) = This->currentDesc.Width;
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*(pDesc->Height) = This->currentDesc.Height;
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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/* fixme: should we really lock as such? */
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if (This->inTexture && This->inPBuffer) {
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FIXME("Warning: Surface is in texture memory or pbuffer\n");
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This->inTexture = 0;
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This->inPBuffer = 0;
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}
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if (FALSE == This->lockable) {
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/* Note: UpdateTextures calls CopyRects which calls this routine to populate the
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texture regions, and since the destination is an unlockable region we need
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to tolerate this */
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TRACE("Warning: trying to lock unlockable surf@%p\n", This);
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/*return D3DERR_INVALIDCALL; */
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}
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if (iface == This->resource.wineD3DDevice->backBuffer || iface == This->resource.wineD3DDevice->renderTarget ||
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iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->depthStencilBuffer) {
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if (iface == This->resource.wineD3DDevice->backBuffer) {
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TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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} else if (iface == This->resource.wineD3DDevice->frontBuffer) {
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TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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} else if (iface == This->resource.wineD3DDevice->renderTarget) {
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TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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} else if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
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TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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}
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} else {
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TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
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}
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/* DXTn formats don't have exact pitches as they are to the new row of blocks,
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where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)
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ie pitch = (width/4) * bytes per block */
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if (This->resource.format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */
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pLockedRect->Pitch = (This->currentDesc.Width >> 2) << 3;
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else if (This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT5) /* DXT3/5 is 16 bytes per block */
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pLockedRect->Pitch = (This->currentDesc.Width >> 2) << 4;
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else
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pLockedRect->Pitch = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */
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if (NULL == pRect) {
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pLockedRect->pBits = This->resource.allocatedMemory;
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This->lockedRect.left = 0;
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This->lockedRect.top = 0;
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This->lockedRect.right = This->currentDesc.Width;
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This->lockedRect.bottom = This->currentDesc.Height;
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TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
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} else {
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TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
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if (This->resource.format == WINED3DFMT_DXT1) { /* DXT1 is half byte per pixel */
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel/2));
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} else {
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pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
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}
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This->lockedRect.left = pRect->left;
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This->lockedRect.top = pRect->top;
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This->lockedRect.right = pRect->right;
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This->lockedRect.bottom = pRect->bottom;
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}
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if (0 == This->resource.usage) { /* classic surface */
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/* Nothing to do ;) */
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} else if (D3DUSAGE_RENDERTARGET & This->resource.usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */
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if (iface == This->resource.wineD3DDevice->backBuffer || iface == This->resource.wineD3DDevice->renderTarget || iface == This->resource.wineD3DDevice->frontBuffer) {
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GLint prev_store;
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GLenum prev_read;
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ENTER_GL();
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/**
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* for render->surface copy begin to begin of allocatedMemory
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* unlock can be more easy
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*/
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pLockedRect->pBits = This->resource.allocatedMemory;
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glFlush();
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vcheckGLcall("glFlush");
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glGetIntegerv(GL_READ_BUFFER, &prev_read);
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vcheckGLcall("glIntegerv");
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glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
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vcheckGLcall("glIntegerv");
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if (iface == This->resource.wineD3DDevice->backBuffer) {
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glReadBuffer(GL_BACK);
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} else if (iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
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glReadBuffer(GL_FRONT);
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} else if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
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ERR("Stencil Buffer lock unsupported for now\n");
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}
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vcheckGLcall("glReadBuffer");
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{
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long j;
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GLenum format = D3DFmt2GLFmt(This->resource.wineD3DDevice, This->resource.format);
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GLenum type = D3DFmt2GLType(This->resource.wineD3DDevice, This->resource.format);
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for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
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glReadPixels(This->lockedRect.left,
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This->lockedRect.bottom - j - 1,
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This->lockedRect.right - This->lockedRect.left,
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1,
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format,
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type,
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(char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
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vcheckGLcall("glReadPixels");
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}
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}
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glReadBuffer(prev_read);
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vcheckGLcall("glReadBuffer");
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LEAVE_GL();
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} else {
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FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->resource.usage);
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}
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} else if (D3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
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FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->resource.usage);
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} else {
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FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->resource.usage);
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}
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if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
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/* Don't dirtify */
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} else {
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IWineD3DBaseTexture *pBaseTexture;
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/**
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* Dirtify on lock
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* as seen in msdn docs
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*/
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IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect);
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/** Dirtify Container if needed */
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if (D3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) {
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TRACE("Making container dirty\n");
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IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
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IWineD3DBaseTexture_Release(pBaseTexture);
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}else{
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TRACE("Surface is standalone, no need to dirty the container\n");
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}
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}
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TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
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This->locked = TRUE;
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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GLint skipBytes = 0;
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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if (FALSE == This->locked) {
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ERR("trying to Unlock an unlocked surf@%p\n", This);
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return D3DERR_INVALIDCALL;
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}
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if (iface== This->resource.wineD3DDevice->backBuffer || iface == This->resource.wineD3DDevice->frontBuffer ||
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iface == This->resource.wineD3DDevice->depthStencilBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
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if (iface == This->resource.wineD3DDevice->backBuffer) {
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TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
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} else if (iface == This->resource.wineD3DDevice->frontBuffer) {
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TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
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} else if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
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TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
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} else if (iface == This->resource.wineD3DDevice->renderTarget) {
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TRACE("(%p, renderTarget) : dirtyfied(%d)\n", This, This->Dirty);
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}
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} else {
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TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty);
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}
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|
|
|
if (FALSE == This->Dirty) {
|
|
TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
|
|
goto unlock_end;
|
|
}
|
|
|
|
if (0 == This->resource.usage) { /* classic surface */
|
|
/**
|
|
* nothing to do
|
|
* waiting to reload the surface via IDirect3DDevice8::UpdateTexture
|
|
*/
|
|
} else if (D3DUSAGE_RENDERTARGET & This->resource.usage) { /* render surfaces */
|
|
|
|
if (iface == This->resource.wineD3DDevice->backBuffer || iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
|
|
GLint prev_store;
|
|
GLenum prev_draw;
|
|
GLint prev_rasterpos[4];
|
|
|
|
ENTER_GL();
|
|
|
|
glFlush();
|
|
vcheckGLcall("glFlush");
|
|
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
|
|
vcheckGLcall("glIntegerv");
|
|
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
|
|
vcheckGLcall("glIntegerv");
|
|
glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
|
|
vcheckGLcall("glIntegerv");
|
|
glPixelZoom(1.0, -1.0);
|
|
vcheckGLcall("glPixelZoom");
|
|
|
|
/* glDrawPixels transforms the raster position as though it was a vertex -
|
|
we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
|
|
per drawprim (and leave set - it will sort itself out due to last_was_rhw */
|
|
if (!This->resource.wineD3DDevice->last_was_rhw) {
|
|
|
|
double X, Y, height, width, minZ, maxZ;
|
|
This->resource.wineD3DDevice->last_was_rhw = TRUE;
|
|
|
|
/* Transformed already into viewport coordinates, so we do not need transform
|
|
matrices. Reset all matrices to identity and leave the default matrix in world
|
|
mode. */
|
|
glMatrixMode(GL_MODELVIEW);
|
|
checkGLcall("glMatrixMode");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity");
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
checkGLcall("glMatrixMode");
|
|
glLoadIdentity();
|
|
checkGLcall("glLoadIdentity");
|
|
|
|
/* Set up the viewport to be full viewport */
|
|
X = This->resource.wineD3DDevice->stateBlock->viewport.X;
|
|
Y = This->resource.wineD3DDevice->stateBlock->viewport.Y;
|
|
height = This->resource.wineD3DDevice->stateBlock->viewport.Height;
|
|
width = This->resource.wineD3DDevice->stateBlock->viewport.Width;
|
|
minZ = This->resource.wineD3DDevice->stateBlock->viewport.MinZ;
|
|
maxZ = This->resource.wineD3DDevice->stateBlock->viewport.MaxZ;
|
|
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
|
|
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
|
|
checkGLcall("glOrtho");
|
|
|
|
/* Window Coord 0 is the middle of the first pixel, so translate by half
|
|
a pixel (See comment above glTranslate below) */
|
|
glTranslatef(0.5, 0.5, 0);
|
|
checkGLcall("glTranslatef(0.5, 0.5, 0)");
|
|
}
|
|
|
|
if (iface == This->resource.wineD3DDevice->backBuffer) {
|
|
glDrawBuffer(GL_BACK);
|
|
} else if (iface == This->resource.wineD3DDevice->frontBuffer || iface == This->resource.wineD3DDevice->renderTarget) {
|
|
glDrawBuffer(GL_FRONT);
|
|
}
|
|
vcheckGLcall("glDrawBuffer");
|
|
|
|
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
|
|
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
|
|
|
|
/* And back buffers are not blended */
|
|
glDisable(GL_BLEND);
|
|
|
|
glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
|
|
vcheckGLcall("glRasterPos2f");
|
|
switch (This->resource.format) {
|
|
case WINED3DFMT_R5G6B5:
|
|
{
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
|
|
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->resource.allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
}
|
|
break;
|
|
case WINED3DFMT_R8G8B8:
|
|
{
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
|
|
GL_RGB, GL_UNSIGNED_BYTE, This->resource.allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
}
|
|
break;
|
|
case WINED3DFMT_X8R8G8B8: /* FIXME: there's no alpha change with D3DFMT_X8R8G8B8 but were using GL_BGRA */
|
|
case WINED3DFMT_A8R8G8B8:
|
|
{
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
|
|
vcheckGLcall("glPixelStorei");
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
|
|
GL_BGRA, GL_UNSIGNED_BYTE, This->resource.allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
|
|
vcheckGLcall("glPixelStorei");
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Unsupported Format %u in locking func\n", This->resource.format);
|
|
}
|
|
|
|
glPixelZoom(1.0,1.0);
|
|
vcheckGLcall("glPixelZoom");
|
|
glDrawBuffer(prev_draw);
|
|
vcheckGLcall("glDrawBuffer");
|
|
glRasterPos3iv(&prev_rasterpos[0]);
|
|
vcheckGLcall("glRasterPos3iv");
|
|
|
|
/* Reset to previous pack row length / blending state */
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
|
|
if (This->resource.wineD3DDevice->stateBlock->renderState[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
|
|
|
|
LEAVE_GL();
|
|
|
|
/** restore clean dirty state */
|
|
IWineD3DSurface_CleanDirtyRect(iface);
|
|
|
|
} else {
|
|
FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->resource.usage);
|
|
}
|
|
|
|
} else if (D3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
|
|
|
|
if (iface == This->resource.wineD3DDevice->depthStencilBuffer) {
|
|
FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->resource.usage);
|
|
} else {
|
|
FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->resource.usage);
|
|
}
|
|
|
|
} else {
|
|
FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->resource.usage);
|
|
}
|
|
|
|
unlock_end:
|
|
This->locked = FALSE;
|
|
memset(&This->lockedRect, 0, sizeof(RECT));
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
FIXME("No support for GetDC yet for surface %p\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
FIXME("No support for ReleaseDC yet for surface %p\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* ******************************************************
|
|
IWineD3DSurface Internal (No mapping to directx api) parts follow
|
|
****************************************************** */
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, GLenum gl_target, GLenum gl_level) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
|
|
if (This->inTexture)
|
|
return D3D_OK;
|
|
|
|
if (This->inPBuffer) {
|
|
ENTER_GL();
|
|
|
|
if (gl_level != 0)
|
|
FIXME("Surface in texture is only supported for level 0\n");
|
|
else if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
|
|
This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT3 ||
|
|
This->resource.format == WINED3DFMT_DXT5)
|
|
FIXME("Format %d not supported\n", This->resource.format);
|
|
else {
|
|
glCopyTexImage2D(gl_target,
|
|
0,
|
|
D3DFmt2GLIntFmt(This->resource.wineD3DDevice,
|
|
This->resource.format),
|
|
0,
|
|
0,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0);
|
|
TRACE("Updating target %d\n", gl_target);
|
|
This->inTexture = TRUE;
|
|
}
|
|
LEAVE_GL();
|
|
return D3D_OK;
|
|
}
|
|
|
|
if ((This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) &&
|
|
!GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
|
|
/**
|
|
* wanted a paletted texture and not really support it in HW
|
|
* so software emulation code begin
|
|
*/
|
|
UINT i;
|
|
PALETTEENTRY* pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette];
|
|
VOID* surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->currentDesc.Width * This->currentDesc.Height * sizeof(DWORD));
|
|
BYTE* dst = (BYTE*) surface;
|
|
BYTE* src = (BYTE*) This->resource.allocatedMemory;
|
|
|
|
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
|
|
BYTE color = *src++;
|
|
*dst++ = pal[color].peRed;
|
|
*dst++ = pal[color].peGreen;
|
|
*dst++ = pal[color].peBlue;
|
|
if (This->resource.format == WINED3DFMT_A8P8)
|
|
*dst++ = pal[color].peFlags;
|
|
else
|
|
*dst++ = 0xFF;
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
|
|
gl_target,
|
|
gl_level,
|
|
GL_RGBA,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_BYTE,
|
|
surface);
|
|
glTexImage2D(gl_target,
|
|
gl_level,
|
|
GL_RGBA,
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0,
|
|
GL_RGBA,
|
|
GL_UNSIGNED_BYTE,
|
|
surface);
|
|
checkGLcall("glTexImage2D");
|
|
HeapFree(GetProcessHeap(), 0, surface);
|
|
|
|
LEAVE_GL();
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
if (This->resource.format == WINED3DFMT_DXT1 ||
|
|
This->resource.format == WINED3DFMT_DXT3 ||
|
|
This->resource.format == WINED3DFMT_DXT5) {
|
|
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
|
|
TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
|
|
gl_target,
|
|
gl_level,
|
|
D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->resource.format),
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0,
|
|
This->resource.size,
|
|
This->resource.allocatedMemory);
|
|
|
|
ENTER_GL();
|
|
|
|
GL_EXTCALL(glCompressedTexImage2DARB)(gl_target,
|
|
gl_level,
|
|
D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->resource.format),
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0,
|
|
This->resource.size,
|
|
This->resource.allocatedMemory);
|
|
checkGLcall("glCommpressedTexTexImage2D");
|
|
|
|
LEAVE_GL();
|
|
} else {
|
|
FIXME("Using DXT1/3/5 without advertized support\n");
|
|
}
|
|
} else {
|
|
|
|
TRACE("Calling glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
|
|
gl_target,
|
|
gl_level,
|
|
debug_d3dformat(This->resource.format),
|
|
D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->resource.format),
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0,
|
|
D3DFmt2GLFmt(This->resource.wineD3DDevice, This->resource.format),
|
|
D3DFmt2GLType(This->resource.wineD3DDevice, This->resource.format),
|
|
This->resource.allocatedMemory);
|
|
|
|
ENTER_GL();
|
|
|
|
glTexImage2D(gl_target,
|
|
gl_level,
|
|
D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->resource.format),
|
|
This->currentDesc.Width,
|
|
This->currentDesc.Height,
|
|
0,
|
|
D3DFmt2GLFmt(This->resource.wineD3DDevice, This->resource.format),
|
|
D3DFmt2GLType(This->resource.wineD3DDevice, This->resource.format),
|
|
This->resource.allocatedMemory);
|
|
checkGLcall("glTexImage2D");
|
|
|
|
LEAVE_GL();
|
|
|
|
#if 0
|
|
{
|
|
static unsigned int gen = 0;
|
|
char buffer[4096];
|
|
++gen;
|
|
if ((gen % 10) == 0) {
|
|
snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, gl_target, gl_level, gen);
|
|
IWineD3DSurfaceImpl_SaveSnapshot((LPDIRECT3DSURFACE8) This, buffer);
|
|
}
|
|
/*
|
|
* debugging crash code
|
|
if (gen == 250) {
|
|
void** test = NULL;
|
|
*test = 0;
|
|
}
|
|
*/
|
|
}
|
|
#endif
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
#include <errno.h>
|
|
#include <stdio.h>
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
|
|
FILE* f = NULL;
|
|
ULONG i;
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
|
|
f = fopen(filename, "w+");
|
|
if (NULL == f) {
|
|
ERR("opening of %s failed with: %s\n", filename, strerror(errno));
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
TRACE("opened %s with format %s\n", filename, debug_d3dformat(This->resource.format));
|
|
|
|
fprintf(f, "P6\n%u %u\n255\n", This->currentDesc.Width, This->currentDesc.Height);
|
|
switch (This->resource.format) {
|
|
case WINED3DFMT_X8R8G8B8:
|
|
case WINED3DFMT_A8R8G8B8:
|
|
{
|
|
DWORD color;
|
|
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
|
|
color = ((DWORD*) This->resource.allocatedMemory)[i];
|
|
fputc((color >> 16) & 0xFF, f);
|
|
fputc((color >> 8) & 0xFF, f);
|
|
fputc((color >> 0) & 0xFF, f);
|
|
}
|
|
}
|
|
break;
|
|
case WINED3DFMT_R8G8B8:
|
|
{
|
|
BYTE* color;
|
|
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
|
|
color = ((BYTE*) This->resource.allocatedMemory) + (3 * i);
|
|
fputc((color[0]) & 0xFF, f);
|
|
fputc((color[1]) & 0xFF, f);
|
|
fputc((color[2]) & 0xFF, f);
|
|
}
|
|
}
|
|
break;
|
|
case WINED3DFMT_A1R5G5B5:
|
|
{
|
|
WORD color;
|
|
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
|
|
color = ((WORD*) This->resource.allocatedMemory)[i];
|
|
fputc(((color >> 10) & 0x1F) * 255 / 31, f);
|
|
fputc(((color >> 5) & 0x1F) * 255 / 31, f);
|
|
fputc(((color >> 0) & 0x1F) * 255 / 31, f);
|
|
}
|
|
}
|
|
break;
|
|
case WINED3DFMT_A4R4G4B4:
|
|
{
|
|
WORD color;
|
|
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
|
|
color = ((WORD*) This->resource.allocatedMemory)[i];
|
|
fputc(((color >> 8) & 0x0F) * 255 / 15, f);
|
|
fputc(((color >> 4) & 0x0F) * 255 / 15, f);
|
|
fputc(((color >> 0) & 0x0F) * 255 / 15, f);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3DFMT_R5G6B5:
|
|
{
|
|
WORD color;
|
|
for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) {
|
|
color = ((WORD*) This->resource.allocatedMemory)[i];
|
|
fputc(((color >> 11) & 0x1F) * 255 / 31, f);
|
|
fputc(((color >> 5) & 0x3F) * 255 / 63, f);
|
|
fputc(((color >> 0) & 0x1F) * 255 / 31, f);
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Unimplemented dump mode format(%u,%s)\n", This->resource.format, debug_d3dformat(This->resource.format));
|
|
}
|
|
fclose(f);
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
This->Dirty = FALSE;
|
|
This->dirtyRect.left = This->currentDesc.Width;
|
|
This->dirtyRect.top = This->currentDesc.Height;
|
|
This->dirtyRect.right = 0;
|
|
This->dirtyRect.bottom = 0;
|
|
TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left,
|
|
This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
|
|
return D3D_OK;
|
|
}
|
|
|
|
/**
|
|
* Slightly inefficient way to handle multiple dirty rects but it works :)
|
|
*/
|
|
extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
This->Dirty = TRUE;
|
|
if (NULL != pDirtyRect) {
|
|
This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
|
|
This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
|
|
This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
|
|
This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
|
|
} else {
|
|
This->dirtyRect.left = 0;
|
|
This->dirtyRect.top = 0;
|
|
This->dirtyRect.right = This->currentDesc.Width;
|
|
This->dirtyRect.bottom = This->currentDesc.Height;
|
|
}
|
|
TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left,
|
|
This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IUnknown *container) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
TRACE("Setting container to %p from %p\n", container, This->container);
|
|
This->container = container;
|
|
return D3D_OK;
|
|
}
|
|
|
|
/* TODO: replace this function with context management routines */
|
|
HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
|
|
|
This->inPBuffer = inPBuffer;
|
|
This->inTexture = inTexture;
|
|
return D3D_OK;
|
|
}
|
|
|
|
IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DSurfaceImpl_QueryInterface,
|
|
IWineD3DSurfaceImpl_AddRef,
|
|
IWineD3DSurfaceImpl_Release,
|
|
/* IWineD3DResource */
|
|
IWineD3DSurfaceImpl_GetParent,
|
|
IWineD3DSurfaceImpl_GetDevice,
|
|
IWineD3DSurfaceImpl_SetPrivateData,
|
|
IWineD3DSurfaceImpl_GetPrivateData,
|
|
IWineD3DSurfaceImpl_FreePrivateData,
|
|
IWineD3DSurfaceImpl_SetPriority,
|
|
IWineD3DSurfaceImpl_GetPriority,
|
|
IWineD3DSurfaceImpl_PreLoad,
|
|
IWineD3DSurfaceImpl_GetType,
|
|
/* IWineD3DSurface */
|
|
IWineD3DSurfaceImpl_GetContainer,
|
|
IWineD3DSurfaceImpl_GetDesc,
|
|
IWineD3DSurfaceImpl_LockRect,
|
|
IWineD3DSurfaceImpl_UnlockRect,
|
|
IWineD3DSurfaceImpl_GetDC,
|
|
IWineD3DSurfaceImpl_ReleaseDC,
|
|
/* Internal use: */
|
|
IWineD3DSurfaceImpl_CleanDirtyRect,
|
|
IWineD3DSurfaceImpl_AddDirtyRect,
|
|
IWineD3DSurfaceImpl_LoadTexture,
|
|
IWineD3DSurfaceImpl_SaveSnapshot,
|
|
IWineD3DSurfaceImpl_SetContainer,
|
|
IWineD3DSurfaceImpl_SetPBufferState
|
|
};
|