| /* |
| * IDirect3DSurface8 implementation |
| * |
| * Copyright 2002-2004 Jason Edmeades |
| * Copyright 2002-2003 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * |
| * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| |
| #include <stdarg.h> |
| #include <stdio.h> |
| |
| #define COBJMACROS |
| #define NONAMELESSUNION |
| #define NONAMELESSSTRUCT |
| |
| #include "windef.h" |
| #include "winbase.h" |
| #include "winuser.h" |
| #include "wingdi.h" |
| #include "wine/debug.h" |
| |
| #include "d3d8_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); |
| |
| /* IDirect3DVolume IUnknown parts follow: */ |
| HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj) |
| { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IDirect3DSurface8)) { |
| IDirect3DSurface8Impl_AddRef(iface); |
| *ppobj = This; |
| return D3D_OK; |
| } |
| |
| WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj); |
| return E_NOINTERFACE; |
| } |
| |
| ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| ULONG ref = InterlockedIncrement(&This->ref); |
| |
| TRACE("(%p) : AddRef from %ld\n", This, ref - 1); |
| |
| return ref; |
| } |
| |
| ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| ULONG ref = InterlockedDecrement(&This->ref); |
| |
| TRACE("(%p) : ReleaseRef to %ld\n", This, ref); |
| |
| if (ref == 0) { |
| HeapFree(GetProcessHeap(), 0, This->allocatedMemory); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| return ref; |
| } |
| |
| /* IDirect3DSurface8: */ |
| HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| TRACE("(%p) : returning %p\n", This, This->Device); |
| *ppDevice = (LPDIRECT3DDEVICE8) This->Device; |
| /** |
| * Note Calling this method will increase the internal reference count |
| * on the IDirect3DDevice8 interface. |
| */ |
| IDirect3DDevice8Impl_AddRef(*ppDevice); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| FIXME("(%p) : stub\n", This); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| FIXME("(%p) : stub\n", This); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| FIXME("(%p) : stub\n", This); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| HRESULT res; |
| res = IUnknown_QueryInterface(This->Container, riid, ppContainer); |
| if (E_NOINTERFACE == res) { |
| /** |
| * If the surface is created using CreateImageSurface, CreateRenderTarget, |
| * or CreateDepthStencilSurface, the surface is considered stand alone. In this case, |
| * GetContainer will return the Direct3D device used to create the surface. |
| */ |
| res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer); |
| } |
| TRACE("(%p) : returning %p\n", This, *ppContainer); |
| return res; |
| } |
| |
| HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| |
| TRACE("(%p) : copying into %p\n", This, pDesc); |
| memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC)); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) { |
| HRESULT hr; |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| |
| /* fixme: should we really lock as such? */ |
| if (This->inTexture && This->inPBuffer) { |
| FIXME("Warning: Surface is in texture memory or pbuffer\n"); |
| This->inTexture = 0; |
| This->inPBuffer = 0; |
| } |
| |
| if (FALSE == This->lockable) { |
| /* Note: UpdateTextures calls CopyRects which calls this routine to populate the |
| texture regions, and since the destination is an unlockable region we need |
| to tolerate this */ |
| TRACE("Warning: trying to lock unlockable surf@%p\n", This); |
| /*return D3DERR_INVALIDCALL; */ |
| } |
| |
| if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) { |
| if (This == This->Device->backBuffer) { |
| TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); |
| } else if (This == This->Device->frontBuffer) { |
| TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); |
| } else if (This == This->Device->renderTarget) { |
| TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); |
| } else if (This == This->Device->depthStencilBuffer) { |
| TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); |
| } |
| } else { |
| TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory); |
| } |
| |
| /* DXTn formats don't have exact pitches as they are to the new row of blocks, |
| where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5) |
| ie pitch = (width/4) * bytes per block */ |
| if (This->myDesc.Format == D3DFMT_DXT1) /* DXT1 is 8 bytes per block */ |
| pLockedRect->Pitch = (This->myDesc.Width/4) * 8; |
| else if (This->myDesc.Format == D3DFMT_DXT3 || This->myDesc.Format == D3DFMT_DXT5) /* DXT3/5 is 16 bytes per block */ |
| pLockedRect->Pitch = (This->myDesc.Width/4) * 16; |
| else |
| pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */ |
| |
| if (NULL == pRect) { |
| pLockedRect->pBits = This->allocatedMemory; |
| This->lockedRect.left = 0; |
| This->lockedRect.top = 0; |
| This->lockedRect.right = This->myDesc.Width; |
| This->lockedRect.bottom = This->myDesc.Height; |
| TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom); |
| } else { |
| TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom); |
| |
| if (This->myDesc.Format == D3DFMT_DXT1) { /* DXT1 is half byte per pixel */ |
| pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel/2)); |
| } else { |
| pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel); |
| } |
| This->lockedRect.left = pRect->left; |
| This->lockedRect.top = pRect->top; |
| This->lockedRect.right = pRect->right; |
| This->lockedRect.bottom = pRect->bottom; |
| } |
| |
| |
| if (0 == This->myDesc.Usage) { /* classic surface */ |
| |
| /* Nothing to do ;) */ |
| |
| } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */ |
| |
| if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer) { |
| GLint prev_store; |
| GLint prev_read; |
| |
| ENTER_GL(); |
| |
| /** |
| * for render->surface copy begin to begin of allocatedMemory |
| * unlock can be more easy |
| */ |
| pLockedRect->pBits = This->allocatedMemory; |
| |
| glFlush(); |
| vcheckGLcall("glFlush"); |
| glGetIntegerv(GL_READ_BUFFER, &prev_read); |
| vcheckGLcall("glIntegerv"); |
| glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store); |
| vcheckGLcall("glIntegerv"); |
| |
| if (This == This->Device->backBuffer) { |
| glReadBuffer(GL_BACK); |
| } else if (This == This->Device->frontBuffer || This == This->Device->renderTarget) { |
| glReadBuffer(GL_FRONT); |
| } else if (This == This->Device->depthStencilBuffer) { |
| ERR("Stencil Buffer lock unsupported for now\n"); |
| } |
| vcheckGLcall("glReadBuffer"); |
| |
| { |
| long j; |
| GLenum format = D3DFmt2GLFmt(This->Device, This->myDesc.Format); |
| GLenum type = D3DFmt2GLType(This->Device, This->myDesc.Format); |
| for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) { |
| glReadPixels(This->lockedRect.left, |
| This->lockedRect.bottom - j - 1, |
| This->lockedRect.right - This->lockedRect.left, |
| 1, |
| format, |
| type, |
| (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top))); |
| vcheckGLcall("glReadPixels"); |
| } |
| } |
| |
| glReadBuffer(prev_read); |
| vcheckGLcall("glReadBuffer"); |
| |
| LEAVE_GL(); |
| |
| } else { |
| FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); |
| } |
| |
| } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */ |
| |
| FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage); |
| |
| } else { |
| FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); |
| } |
| |
| if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) { |
| /* Don't dirtify */ |
| } else { |
| /** |
| * Dirtify on lock |
| * as seen in msdn docs |
| */ |
| IDirect3DSurface8Impl_AddDirtyRect(iface, &This->lockedRect); |
| |
| /** Dirtify Container if needed */ |
| if (NULL != This->Container) { |
| IDirect3DBaseTexture8* cont = NULL; |
| hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont); |
| |
| if (SUCCEEDED(hr) && NULL != cont) { |
| IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE); |
| IDirect3DBaseTexture8_Release(cont); |
| cont = NULL; |
| } |
| } |
| } |
| |
| TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty); |
| |
| This->locked = TRUE; |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) { |
| GLint skipBytes = 0; |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| |
| if (FALSE == This->locked) { |
| ERR("trying to Unlock an unlocked surf@%p\n", This); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer || This == This->Device->renderTarget) { |
| if (This == This->Device->backBuffer) { |
| TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty); |
| } else if (This == This->Device->frontBuffer) { |
| TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty); |
| } else if (This == This->Device->depthStencilBuffer) { |
| TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty); |
| } else if (This == This->Device->renderTarget) { |
| TRACE("(%p, renderTarget) : dirtyfied(%d)\n", This, This->Dirty); |
| } |
| } else { |
| TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty); |
| } |
| |
| if (FALSE == This->Dirty) { |
| TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This); |
| goto unlock_end; |
| } |
| |
| if (0 == This->myDesc.Usage) { /* classic surface */ |
| /** |
| * nothing to do |
| * waiting to reload the surface via IDirect3DDevice8::UpdateTexture |
| */ |
| } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */ |
| |
| if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This == This->Device->renderTarget) { |
| GLint prev_store; |
| GLint 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->Device->last_was_rhw) { |
| |
| double X, Y, height, width, minZ, maxZ; |
| This->Device->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->Device->StateBlock->viewport.X; |
| Y = This->Device->StateBlock->viewport.Y; |
| height = This->Device->StateBlock->viewport.Height; |
| width = This->Device->StateBlock->viewport.Width; |
| minZ = This->Device->StateBlock->viewport.MinZ; |
| maxZ = This->Device->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 (This == This->Device->backBuffer) { |
| glDrawBuffer(GL_BACK); |
| } else if (This == This->Device->frontBuffer || This == This->Device->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->myDesc.Width); |
| |
| /* And back buffers are not blended */ |
| glDisable(GL_BLEND); |
| |
| glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1); |
| vcheckGLcall("glRasterPos2f"); |
| switch (This->myDesc.Format) { |
| case D3DFMT_R5G6B5: |
| { |
| glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, |
| GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory); |
| vcheckGLcall("glDrawPixels"); |
| } |
| break; |
| case D3DFMT_R8G8B8: |
| { |
| glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, |
| GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory); |
| vcheckGLcall("glDrawPixels"); |
| } |
| break; |
| case D3DFMT_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->allocatedMemory); |
| vcheckGLcall("glDrawPixels"); |
| glPixelStorei(GL_PACK_SWAP_BYTES, prev_store); |
| vcheckGLcall("glPixelStorei"); |
| } |
| break; |
| default: |
| FIXME("Unsupported Format %u in locking func\n", This->myDesc.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->Device->StateBlock->renderstate[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND); |
| |
| LEAVE_GL(); |
| |
| /** restore clean dirty state */ |
| IDirect3DSurface8Impl_CleanDirtyRect(iface); |
| |
| } else { |
| FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); |
| } |
| |
| } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */ |
| |
| if (This == This->Device->depthStencilBuffer) { |
| FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage); |
| } else { |
| FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); |
| } |
| |
| } else { |
| FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage); |
| } |
| |
| unlock_end: |
| This->locked = FALSE; |
| memset(&This->lockedRect, 0, sizeof(RECT)); |
| return D3D_OK; |
| } |
| |
| |
| const IDirect3DSurface8Vtbl Direct3DSurface8_Vtbl = |
| { |
| IDirect3DSurface8Impl_QueryInterface, |
| IDirect3DSurface8Impl_AddRef, |
| IDirect3DSurface8Impl_Release, |
| IDirect3DSurface8Impl_GetDevice, |
| IDirect3DSurface8Impl_SetPrivateData, |
| IDirect3DSurface8Impl_GetPrivateData, |
| IDirect3DSurface8Impl_FreePrivateData, |
| IDirect3DSurface8Impl_GetContainer, |
| IDirect3DSurface8Impl_GetDesc, |
| IDirect3DSurface8Impl_LockRect, |
| IDirect3DSurface8Impl_UnlockRect, |
| }; |
| |
| |
| HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, UINT gl_target, UINT gl_level) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)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->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8 || |
| This->myDesc.Format == D3DFMT_DXT1 || This->myDesc.Format == D3DFMT_DXT3 || |
| This->myDesc.Format == D3DFMT_DXT5) |
| FIXME("Format %d not supported\n", This->myDesc.Format); |
| else { |
| glCopyTexImage2D(gl_target, |
| 0, |
| D3DFmt2GLIntFmt(This->Device, |
| This->myDesc.Format), |
| 0, |
| 0,/*This->surfaces[j][i]->myDesc.Height-1,*/ |
| This->myDesc.Width, |
| This->myDesc.Height, |
| 0); |
| TRACE("Updating target %d\n", gl_target); |
| This->inTexture = TRUE; |
| } |
| LEAVE_GL(); |
| return D3D_OK; |
| } |
| |
| if ((This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8) && |
| !GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE, This->Device)) { |
| /** |
| * wanted a paletted texture and not really support it in HW |
| * so software emulation code begin |
| */ |
| UINT i; |
| PALETTEENTRY* pal = This->Device->palettes[This->Device->currentPalette]; |
| VOID* surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->myDesc.Width * This->myDesc.Height * sizeof(DWORD)); |
| BYTE* dst = surface; |
| BYTE* src = (BYTE*) This->allocatedMemory; |
| |
| for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { |
| BYTE color = *src++; |
| *dst++ = pal[color].peRed; |
| *dst++ = pal[color].peGreen; |
| *dst++ = pal[color].peBlue; |
| if (This->myDesc.Format == D3DFMT_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->myDesc.Width, |
| This->myDesc.Height, |
| 0, |
| GL_RGBA, |
| GL_UNSIGNED_BYTE, |
| surface); |
| glTexImage2D(gl_target, |
| gl_level, |
| GL_RGBA, |
| This->myDesc.Width, |
| This->myDesc.Height, |
| 0, |
| GL_RGBA, |
| GL_UNSIGNED_BYTE, |
| surface); |
| checkGLcall("glTexImage2D"); |
| HeapFree(GetProcessHeap(), 0, surface); |
| |
| LEAVE_GL(); |
| |
| return D3D_OK; |
| } |
| |
| if (This->myDesc.Format == D3DFMT_DXT1 || |
| This->myDesc.Format == D3DFMT_DXT3 || |
| This->myDesc.Format == D3DFMT_DXT5) { |
| if (GL_SUPPORT_DEV(EXT_TEXTURE_COMPRESSION_S3TC, This->Device)) { |
| 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->Device, This->myDesc.Format), |
| This->myDesc.Width, |
| This->myDesc.Height, |
| 0, |
| This->myDesc.Size, |
| This->allocatedMemory); |
| |
| ENTER_GL(); |
| |
| GL_EXTCALL_DEV(glCompressedTexImage2DARB, This->Device)(gl_target, |
| gl_level, |
| D3DFmt2GLIntFmt(This->Device, This->myDesc.Format), |
| This->myDesc.Width, |
| This->myDesc.Height, |
| 0, |
| This->myDesc.Size, |
| This->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->myDesc.Format), |
| D3DFmt2GLIntFmt(This->Device, This->myDesc.Format), |
| This->myDesc.Width, |
| This->myDesc.Height, |
| 0, |
| D3DFmt2GLFmt(This->Device, This->myDesc.Format), |
| D3DFmt2GLType(This->Device, This->myDesc.Format), |
| This->allocatedMemory); |
| |
| ENTER_GL(); |
| |
| glTexImage2D(gl_target, |
| gl_level, |
| D3DFmt2GLIntFmt(This->Device, This->myDesc.Format), |
| This->myDesc.Width, |
| This->myDesc.Height, |
| 0, |
| D3DFmt2GLFmt(This->Device, This->myDesc.Format), |
| D3DFmt2GLType(This->Device, This->myDesc.Format), |
| This->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); |
| IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8) This, buffer); |
| } |
| /* |
| * debugging crash code |
| if (gen == 250) { |
| void** test = NULL; |
| *test = 0; |
| } |
| */ |
| } |
| #endif |
| } |
| |
| return D3D_OK; |
| } |
| |
| #include <errno.h> |
| HRESULT WINAPI IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface, const char* filename) { |
| FILE* f = NULL; |
| ULONG i; |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)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->myDesc.Format)); |
| |
| fprintf(f, "P6\n%u %u\n255\n", This->myDesc.Width, This->myDesc.Height); |
| switch (This->myDesc.Format) { |
| case D3DFMT_X8R8G8B8: |
| case D3DFMT_A8R8G8B8: |
| { |
| DWORD color; |
| for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { |
| color = ((DWORD*) This->allocatedMemory)[i]; |
| fputc((color >> 16) & 0xFF, f); |
| fputc((color >> 8) & 0xFF, f); |
| fputc((color >> 0) & 0xFF, f); |
| } |
| } |
| break; |
| case D3DFMT_R8G8B8: |
| { |
| BYTE* color; |
| for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { |
| color = ((BYTE*) This->allocatedMemory) + (3 * i); |
| fputc((color[0]) & 0xFF, f); |
| fputc((color[1]) & 0xFF, f); |
| fputc((color[2]) & 0xFF, f); |
| } |
| } |
| break; |
| case D3DFMT_A1R5G5B5: |
| { |
| WORD color; |
| for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { |
| color = ((WORD*) This->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 D3DFMT_A4R4G4B4: |
| { |
| WORD color; |
| for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { |
| color = ((WORD*) This->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 D3DFMT_R5G6B5: |
| { |
| WORD color; |
| for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) { |
| color = ((WORD*) This->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->myDesc.Format, debug_d3dformat(This->myDesc.Format)); |
| } |
| fclose(f); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; |
| This->Dirty = FALSE; |
| This->dirtyRect.left = This->myDesc.Width; |
| This->dirtyRect.top = This->myDesc.Height; |
| This->dirtyRect.right = 0; |
| This->dirtyRect.bottom = 0; |
| return D3D_OK; |
| } |
| |
| /** |
| * Raphael: |
| * very stupid way to handle multiple dirty rects but it works :) |
| */ |
| extern HRESULT WINAPI IDirect3DSurface8Impl_AddDirtyRect(LPDIRECT3DSURFACE8 iface, CONST RECT* pDirtyRect) { |
| IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)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->myDesc.Width; |
| This->dirtyRect.bottom = This->myDesc.Height; |
| } |
| return D3D_OK; |
| } |