| /* |
| * IWineD3DSurface Implementation |
| * |
| * Copyright 1998 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 Stefan Dösinger 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); |
| #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info |
| |
| typedef enum { |
| NO_CONVERSION, |
| CONVERT_PALETTED, |
| CONVERT_PALETTED_CK, |
| CONVERT_CK_565, |
| CONVERT_CK_5551, |
| CONVERT_CK_4444, |
| CONVERT_CK_4444_ARGB, |
| CONVERT_CK_1555, |
| CONVERT_555, |
| CONVERT_CK_RGB24, |
| CONVERT_CK_8888, |
| CONVERT_CK_8888_ARGB, |
| CONVERT_RGB32_888 |
| } CONVERT_TYPES; |
| |
| HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, unsigned long len, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf); |
| |
| /* ******************************************* |
| IWineD3DSurface IUnknown parts follow |
| ******************************************* */ |
| HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj) |
| { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| /* Warn ,but be nice about things */ |
| TRACE("(%p)->(%s,%p)\n", This,debugstr_guid(riid),ppobj); |
| if (riid == NULL) { |
| ERR("Probably FIXME: Calling query interface with NULL riid\n"); |
| } |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IWineD3DResource) |
| || IsEqualGUID(riid, &IID_IWineD3DSurface)) { |
| IUnknown_AddRef((IUnknown*)iface); |
| *ppobj = This; |
| return S_OK; |
| } |
| *ppobj = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| ULONG ref = InterlockedIncrement(&This->resource.ref); |
| TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1); |
| return ref; |
| } |
| |
| ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| ULONG ref = InterlockedDecrement(&This->resource.ref); |
| TRACE("(%p) : Releasing from %ld\n", This, ref + 1); |
| if (ref == 0) { |
| IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->resource.wineD3DDevice; |
| TRACE("(%p) : cleaning up\n", This); |
| if (This->glDescription.textureName != 0) { /* release the openGL texture.. */ |
| ENTER_GL(); |
| TRACE("Deleting texture %d\n", This->glDescription.textureName); |
| glDeleteTextures(1, &This->glDescription.textureName); |
| LEAVE_GL(); |
| } |
| |
| if(This->Flags & SFLAG_DIBSECTION) { |
| /* Release the DC */ |
| SelectObject(This->hDC, This->dib.holdbitmap); |
| DeleteDC(This->hDC); |
| /* Release the DIB section */ |
| DeleteObject(This->dib.DIBsection); |
| This->dib.bitmap_data = NULL; |
| This->resource.allocatedMemory = NULL; |
| } |
| |
| IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); |
| if(iface == device->ddraw_primary) |
| device->ddraw_primary = NULL; |
| |
| TRACE("(%p) Released\n", This); |
| HeapFree(GetProcessHeap(), 0, This); |
| |
| } |
| return ref; |
| } |
| |
| /* **************************************************** |
| IWineD3DSurface IWineD3DResource parts follow |
| **************************************************** */ |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) { |
| return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { |
| return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { |
| return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) { |
| return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); |
| } |
| |
| DWORD WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) { |
| return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); |
| } |
| |
| DWORD WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface) { |
| return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); |
| } |
| |
| void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) { |
| /* TODO: re-write the way textures and managed, |
| * use a 'opengl context manager' to manage RenderTarget surfaces |
| ** *********************************************************/ |
| |
| /* TODO: check for locks */ |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| IWineD3DBaseTexture *baseTexture = NULL; |
| TRACE("(%p)Checking to see if the container is a base texture\n", This); |
| if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) { |
| TRACE("Passing to conatiner\n"); |
| IWineD3DBaseTexture_PreLoad(baseTexture); |
| IWineD3DBaseTexture_Release(baseTexture); |
| } else { |
| TRACE("(%p) : About to load surface\n", This); |
| ENTER_GL(); |
| #if 0 /* TODO: context manager support */ |
| IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_2D, ENABLED, NOW /* make sure the state is applied now */); |
| #endif |
| glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */ |
| if (This->glDescription.level == 0 && This->glDescription.textureName == 0) { |
| glGenTextures(1, &This->glDescription.textureName); |
| checkGLcall("glGenTextures"); |
| TRACE("Surface %p given name %d\n", This, This->glDescription.textureName); |
| glBindTexture(This->glDescription.target, This->glDescription.textureName); |
| checkGLcall("glBindTexture"); |
| IWineD3DSurface_LoadTexture(iface); |
| /* This is where we should be reducing the amount of GLMemoryUsed */ |
| } else { |
| if (This->glDescription.level == 0) { |
| glBindTexture(This->glDescription.target, This->glDescription.textureName); |
| checkGLcall("glBindTexture"); |
| IWineD3DSurface_LoadTexture(iface); |
| } else if (This->glDescription.textureName != 0) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */ |
| /* assume this is a coding error not a real error for now */ |
| FIXME("Mipmap surface has a glTexture bound to it!\n"); |
| } |
| } |
| if (This->resource.pool == WINED3DPOOL_DEFAULT) { |
| /* Tell opengl to try and keep this texture in video ram (well mostly) */ |
| GLclampf tmp; |
| tmp = 0.9f; |
| glPrioritizeTextures(1, &This->glDescription.textureName, &tmp); |
| } |
| /* TODO: disable texture support, if it wastn't enabled when we entered. */ |
| #if 0 /* TODO: context manager support */ |
| IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_2D, DISABLED,DELAYED |
| /* we don't care when the state is disabled(if atall) */); |
| #endif |
| LEAVE_GL(); |
| } |
| return; |
| } |
| |
| WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) { |
| TRACE("(%p) : calling resourceimpl_GetType\n", iface); |
| return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) { |
| TRACE("(%p) : calling resourceimpl_GetParent\n", iface); |
| return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); |
| } |
| |
| /* ****************************************************** |
| IWineD3DSurface IWineD3DSurface parts follow |
| ****************************************************** */ |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| TRACE("(%p) : ppContainerParent %p)\n", This, ppContainerParent); |
| |
| if (!ppContainerParent) { |
| ERR("(%p) : Called without a valid ppContainerParent.\n", This); |
| } |
| |
| if (This->container) { |
| IWineD3DBase_GetParent(This->container, ppContainerParent); |
| if (!ppContainerParent) { |
| /* WineD3D objects should always have a parent */ |
| ERR("(%p) : GetParent returned NULL\n", This); |
| } |
| IUnknown_Release(*ppContainerParent); /* GetParent adds a reference; we want just the pointer */ |
| } else { |
| *ppContainerParent = NULL; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| IWineD3DBase *container = 0; |
| |
| TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer); |
| |
| if (!ppContainer) { |
| ERR("Called without a valid ppContainer.\n"); |
| } |
| |
| /** From MSDN: |
| * If the surface is created using CreateImageSurface/CreateOffscreenPlainSurface, CreateRenderTarget, |
| * or CreateDepthStencilSurface, the surface is considered stand alone. In this case, |
| * GetContainer will return the Direct3D device used to create the surface. |
| */ |
| if (This->container) { |
| container = This->container; |
| } else { |
| container = (IWineD3DBase *)This->resource.wineD3DDevice; |
| } |
| |
| TRACE("Relaying to QueryInterface\n"); |
| return IUnknown_QueryInterface(container, riid, ppContainer); |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| TRACE("(%p) : copying into %p\n", This, pDesc); |
| if(pDesc->Format != NULL) *(pDesc->Format) = This->resource.format; |
| if(pDesc->Type != NULL) *(pDesc->Type) = This->resource.resourceType; |
| if(pDesc->Usage != NULL) *(pDesc->Usage) = This->resource.usage; |
| if(pDesc->Pool != NULL) *(pDesc->Pool) = This->resource.pool; |
| if(pDesc->Size != NULL) *(pDesc->Size) = This->resource.size; /* dx8 only */ |
| if(pDesc->MultiSampleType != NULL) *(pDesc->MultiSampleType) = This->currentDesc.MultiSampleType; |
| if(pDesc->MultiSampleQuality != NULL) *(pDesc->MultiSampleQuality) = This->currentDesc.MultiSampleQuality; |
| if(pDesc->Width != NULL) *(pDesc->Width) = This->currentDesc.Width; |
| if(pDesc->Height != NULL) *(pDesc->Height) = This->currentDesc.Height; |
| return WINED3D_OK; |
| } |
| |
| void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target); |
| if (This->glDescription.textureName == 0 && textureName != 0) { |
| This->Flags |= SFLAG_DIRTY; |
| IWineD3DSurface_AddDirtyRect(iface, NULL); |
| } |
| This->glDescription.textureName = textureName; |
| This->glDescription.target = target; |
| } |
| |
| void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| TRACE("(%p) : returning %p\n", This, &This->glDescription); |
| *glDescription = &This->glDescription; |
| } |
| |
| /* TODO: think about moving this down to resource? */ |
| const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the futture */ |
| if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) { |
| FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface); |
| } |
| return (CONST void*)(This->resource.allocatedMemory); |
| } |
| |
| static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) { |
| long j; |
| void *mem; |
| GLint fmt; |
| GLint type; |
| |
| switch(This->resource.format) |
| { |
| case WINED3DFMT_P8: |
| { |
| /* GL can't return palettized data, so read ARGB pixels into a |
| * seperate block of memory and convert them into palettized format |
| * in software. Slow, but if the app means to use palettized render |
| * targets and lock it... |
| * |
| * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons |
| * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out |
| * for the color channels when palettizing the colors. |
| */ |
| fmt = GL_RGB; |
| type = GL_UNSIGNED_BYTE; |
| pitch *= 3; |
| mem = HeapAlloc(GetProcessHeap(), 0, (rect->bottom - rect->top) * pitch); |
| if(!mem) { |
| ERR("Out of memory\n"); |
| return; |
| } |
| } |
| break; |
| |
| default: |
| mem = dest; |
| fmt = This->glDescription.glFormat; |
| type = This->glDescription.glType; |
| } |
| |
| if (rect->left == 0 && |
| rect->right == This->currentDesc.Width ) { |
| BYTE *row, *top, *bottom; |
| int i; |
| |
| glReadPixels(0, rect->top, |
| This->currentDesc.Width, |
| rect->bottom - rect->top, |
| fmt, |
| type, |
| mem); |
| |
| /* glReadPixels returns the image upside down, and there is no way to prevent this. |
| Flip the lines in software */ |
| row = HeapAlloc(GetProcessHeap(), 0, pitch); |
| if(!row) { |
| ERR("Out of memory\n"); |
| return; |
| } |
| top = mem; |
| bottom = ((BYTE *) mem) + pitch * ( rect->bottom - rect->top - 1); |
| for(i = 0; i < (rect->bottom - rect->top) / 2; i++) { |
| memcpy(row, top, pitch); |
| memcpy(top, bottom, pitch); |
| memcpy(bottom, row, pitch); |
| top += pitch; |
| bottom -= pitch; |
| } |
| HeapFree(GetProcessHeap(), 0, row); |
| |
| if(This->lockedRect.top == 0 && This->lockedRect.bottom == This->currentDesc.Height) { |
| This->Flags &= ~SFLAG_GLDIRTY; |
| } |
| } else { |
| for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) { |
| glReadPixels(rect->left, |
| rect->bottom - j - 1, |
| rect->right - rect->left, |
| 1, |
| fmt, |
| type, |
| (char *)mem + (pitch * (j-rect->top))); |
| } |
| } |
| |
| vcheckGLcall("glReadPixels"); |
| |
| if(This->resource.format == WINED3DFMT_P8) { |
| PALETTEENTRY *pal; |
| DWORD width = pitch / 3; |
| int x, y, c; |
| if(This->palette) { |
| pal = This->palette->palents; |
| } else { |
| pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette]; |
| } |
| |
| for(y = rect->top; y < rect->bottom; y++) { |
| for(x = rect->left; x < rect->right; x++) { |
| /* start lines pixels */ |
| BYTE *blue = (BYTE *) ((BYTE *) mem) + y * pitch + x * (sizeof(BYTE) * 3); |
| BYTE *green = blue + 1; |
| BYTE *red = green + 1; |
| |
| for(c = 0; c < 256; c++) { |
| if(*red == pal[c].peRed && |
| *green == pal[c].peGreen && |
| *blue == pal[c].peBlue) |
| { |
| *((BYTE *) dest + y * width + x) = c; |
| break; |
| } |
| } |
| } |
| } |
| HeapFree(GetProcessHeap(), 0, mem); |
| } |
| } |
| |
| static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice; |
| IWineD3DSwapChainImpl *swapchain = NULL; |
| static UINT messages = 0; /* holds flags to disable fixme messages */ |
| BOOL backbuf = FALSE; |
| |
| /* fixme: should we really lock as such? */ |
| if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INPBUFFER)) == |
| (SFLAG_INTEXTURE | SFLAG_INPBUFFER) ) { |
| FIXME("Warning: Surface is in texture memory or pbuffer\n"); |
| This->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INPBUFFER); |
| } |
| |
| if (!(This->Flags & SFLAG_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 WINED3DERR_INVALIDCALL; */ |
| } |
| |
| if (This->resource.usage & WINED3DUSAGE_RENDERTARGET) { |
| IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain); |
| |
| if (swapchain != NULL || iface == myDevice->renderTarget || iface == myDevice->depthStencilBuffer) { |
| if(swapchain != NULL) { |
| int i; |
| for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) { |
| if(iface == swapchain->backBuffer[i]) { |
| backbuf = TRUE; |
| break; |
| } |
| } |
| } |
| if (backbuf) { |
| TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory); |
| } else if (swapchain != NULL && iface == swapchain->frontBuffer) { |
| TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory); |
| } else if (iface == myDevice->renderTarget) { |
| TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory); |
| } else if (iface == myDevice->depthStencilBuffer) { |
| TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory); |
| } |
| |
| if (NULL != swapchain) { |
| IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain); |
| } |
| swapchain = NULL; |
| } |
| } else { |
| TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory); |
| } |
| |
| pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface); |
| |
| if (NULL == pRect) { |
| pLockedRect->pBits = This->resource.allocatedMemory; |
| This->lockedRect.left = 0; |
| This->lockedRect.top = 0; |
| This->lockedRect.right = This->currentDesc.Width; |
| This->lockedRect.bottom = This->currentDesc.Height; |
| TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom); |
| } else { |
| TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom); |
| |
| if ((pRect->top < 0) || |
| (pRect->left < 0) || |
| (pRect->left >= pRect->right) || |
| (pRect->top >= pRect->bottom) || |
| (pRect->right > This->currentDesc.Width) || |
| (pRect->bottom > This->currentDesc.Height)) |
| { |
| WARN(" Invalid values in pRect !!!\n"); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| if (This->resource.format == WINED3DFMT_DXT1) { /* DXT1 is half byte per pixel */ |
| pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel / 2)); |
| } else { |
| pLockedRect->pBits = This->resource.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 (This->Flags & SFLAG_NONPOW2) { |
| TRACE("Locking non-power 2 texture\n"); |
| } |
| |
| if (0 == This->resource.usage || This->resource.usage & WINED3DUSAGE_DYNAMIC) { |
| /* classic surface TODO: non 2d surfaces? |
| These resources may be POOL_SYSTEMMEM, so they must not access the device */ |
| TRACE("locking an ordinarary surface\n"); |
| /* Check to see if memory has already been allocated from the surface*/ |
| if ((NULL == This->resource.allocatedMemory) || |
| (This->Flags & SFLAG_GLDIRTY) ){ /* TODO: check to see if an update has been performed on the surface (an update could just clobber allocatedMemory */ |
| /* Non-system memory surfaces */ |
| |
| This->Flags &= ~SFLAG_GLDIRTY; |
| |
| /*Surface has no memory currently allocated to it!*/ |
| TRACE("(%p) Locking rect\n" , This); |
| if(!This->resource.allocatedMemory) { |
| This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->pow2Size); |
| } |
| if (0 != This->glDescription.textureName) { |
| /* Now I have to copy thing bits back */ |
| This->Flags |= SFLAG_ACTIVELOCK; /* When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory */ |
| /* TODO: make activeLock a bit more intelligent, maybe implement a method to purge the texture memory. */ |
| ENTER_GL(); |
| |
| /* Make sure that the texture is loaded */ |
| IWineD3DSurface_PreLoad(iface); /* Make sure there is a texture to bind! */ |
| |
| TRACE("(%p) glGetTexImage level(%d), fmt(%d), typ(%d), mem(%p)\n" , This, This->glDescription.level, This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory); |
| |
| if (This->resource.format == WINED3DFMT_DXT1 || |
| This->resource.format == WINED3DFMT_DXT2 || |
| This->resource.format == WINED3DFMT_DXT3 || |
| This->resource.format == WINED3DFMT_DXT4 || |
| This->resource.format == WINED3DFMT_DXT5) { |
| TRACE("Locking a compressed texture\n"); |
| if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* we can assume this as the texture would not have been created otherwise */ |
| GL_EXTCALL(glGetCompressedTexImageARB)(This->glDescription.target, |
| This->glDescription.level, |
| This->resource.allocatedMemory); |
| |
| } else { |
| FIXME("(%p) attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This); |
| } |
| } else { |
| glGetTexImage(This->glDescription.target, |
| This->glDescription.level, |
| This->glDescription.glFormat, |
| This->glDescription.glType, |
| This->resource.allocatedMemory); |
| vcheckGLcall("glGetTexImage"); |
| if (NP2_REPACK == wined3d_settings.nonpower2_mode) { |
| /* some games (e.g. warhammer 40k) don't work with the odd pitchs properly, preventing |
| the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to |
| repack the texture so that the bpp * width pitch can be used instead of the bpp * pow2width. |
| |
| Were doing this... |
| |
| instead of boxing the texture : |
| |<-texture width ->| -->pow2width| /\ |
| |111111111111111111| | | |
| |222 Texture 222222| boxed empty | texture height |
| |3333 Data 33333333| | | |
| |444444444444444444| | \/ |
| ----------------------------------- | |
| | boxed empty | boxed empty | pow2height |
| | | | \/ |
| ----------------------------------- |
| |
| |
| were repacking the data to the expected texture width |
| |
| |<-texture width ->| -->pow2width| /\ |
| |111111111111111111222222222222222| | |
| |222333333333333333333444444444444| texture height |
| |444444 | | |
| | | \/ |
| | | | |
| | empty | pow2height |
| | | \/ |
| ----------------------------------- |
| |
| == is the same as |
| |
| |<-texture width ->| /\ |
| |111111111111111111| |
| |222222222222222222|texture height |
| |333333333333333333| |
| |444444444444444444| \/ |
| -------------------- |
| |
| this also means that any references to allocatedMemory should work with the data as if were a standard texture with a non-power2 width instead of texture boxed up to be a power2 texture. |
| |
| internally the texture is still stored in a boxed format so any references to textureName will get a boxed texture with width pow2width and not a texture of width currentDesc.Width. |
| */ |
| if (This->Flags & SFLAG_NONPOW2) { |
| BYTE* dataa, *datab; |
| int pitcha = 0, pitchb = 0; |
| int y; |
| pitcha = This->bytesPerPixel * This->currentDesc.Width; |
| pitchb = This->bytesPerPixel * This->pow2Width; |
| datab = dataa = This->resource.allocatedMemory; |
| FIXME("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, pitcha, pitchb); |
| for (y = 1 ; y < This->currentDesc.Height; y++) { |
| dataa += pitcha; /* skip the first row */ |
| datab += pitchb; |
| memcpy(dataa, datab, pitcha); |
| } |
| } |
| } |
| } |
| LEAVE_GL(); |
| } |
| } else { /* Nothing to do */ |
| TRACE("Memory %p already allocted for texture\n", This->resource.allocatedMemory); |
| } |
| |
| if (NULL == pRect) { |
| pLockedRect->pBits = This->resource.allocatedMemory; |
| } else{ |
| if (This->resource.format == D3DFMT_DXT1) { /* DXT1 is half byte per pixel */ |
| pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel / 2)); |
| } else { |
| pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel); |
| } |
| } |
| |
| } else if (WINED3DUSAGE_RENDERTARGET & This->resource.usage ){ /* render surfaces */ |
| if((!(Flags&WINED3DLOCK_DISCARD) && (This->Flags & SFLAG_GLDIRTY)) || !This->resource.allocatedMemory) { |
| GLint prev_store; |
| GLint prev_read; |
| BOOL notInContext = FALSE; |
| IWineD3DSwapChainImpl *targetSwapChain = NULL; |
| |
| |
| ENTER_GL(); |
| |
| /** |
| * for render->surface copy begin to begin of allocatedMemory |
| * unlock can be more easy |
| */ |
| |
| TRACE("locking a render target\n"); |
| |
| if (This->resource.allocatedMemory == NULL) |
| This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 ,This->resource.size); |
| |
| This->Flags |= SFLAG_ACTIVELOCK; /*When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory*/ |
| pLockedRect->pBits = This->resource.allocatedMemory; |
| |
| glFlush(); |
| vcheckGLcall("glFlush"); |
| glGetIntegerv(GL_READ_BUFFER, &prev_read); |
| vcheckGLcall("glIntegerv"); |
| glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store); |
| vcheckGLcall("glIntegerv"); |
| |
| /* Here's what we have to do: |
| See if the swapchain has the same context as the renderTarget or the surface is the render target. |
| Otherwise, see if were sharing a context with the implicit swapchain (because we're using a shared context model!) |
| and use the front back buffer as required. |
| if not, we need to switch contexts and then switchback at the end. |
| */ |
| IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain); |
| IWineD3DSurface_GetContainer(myDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&targetSwapChain); |
| |
| /* NOTE: In a shared context environment the renderTarget will use the same context as the implicit swapchain (we're not in a shared environment yet! */ |
| if ((swapchain == targetSwapChain && targetSwapChain != NULL) || iface == myDevice->renderTarget) { |
| if (iface == swapchain->frontBuffer) { |
| TRACE("locking front\n"); |
| glReadBuffer(GL_FRONT); |
| } |
| else if (iface == myDevice->renderTarget || backbuf) { |
| TRACE("locking back buffer\n"); |
| glReadBuffer(GL_BACK); |
| } else if (iface == myDevice->depthStencilBuffer) { |
| FIXME("Stencil Buffer lock unsupported for now\n"); |
| } else { |
| FIXME("(%p) Shouldn't have got here!\n", This); |
| glReadBuffer(GL_BACK); |
| } |
| } else if (swapchain != NULL) { |
| IWineD3DSwapChainImpl *implSwapChain; |
| IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain); |
| if (swapchain->glCtx == implSwapChain->render_ctx && swapchain->drawable == implSwapChain->win) { |
| /* This will fail for the implicit swapchain, which is why there needs to be a context manager */ |
| if (backbuf) { |
| glReadBuffer(GL_BACK); |
| } else if (iface == swapchain->frontBuffer) { |
| glReadBuffer(GL_FRONT); |
| } else if (iface == myDevice->depthStencilBuffer) { |
| FIXME("Stencil Buffer lock unsupported for now\n"); |
| } else { |
| FIXME("Should have got here!\n"); |
| glReadBuffer(GL_BACK); |
| } |
| } else { |
| /* We need to switch contexts to be able to read the buffer!!! */ |
| FIXME("The buffer requested isn't in the current openGL context\n"); |
| notInContext = TRUE; |
| /* TODO: check the contexts, to see if were shared with the current context */ |
| } |
| IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain); |
| } |
| if (swapchain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain); |
| if (targetSwapChain != NULL) IWineD3DSwapChain_Release((IWineD3DSwapChain *)targetSwapChain); |
| |
| /** the depth stencil in openGL has a format of GL_FLOAT |
| * which should be good for WINED3DFMT_D16_LOCKABLE |
| * and WINED3DFMT_D16 |
| * it is unclear what format the stencil buffer is in except. |
| * 'Each index is converted to fixed point... |
| * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their |
| * mappings in the table GL_PIXEL_MAP_S_TO_S. |
| * glReadPixels(This->lockedRect.left, |
| * This->lockedRect.bottom - j - 1, |
| * This->lockedRect.right - This->lockedRect.left, |
| * 1, |
| * GL_DEPTH_COMPONENT, |
| * type, |
| * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top))); |
| *****************************************/ |
| if (!notInContext) { /* Only read the buffer if it's in the current context */ |
| switch(wined3d_settings.rendertargetlock_mode) { |
| case RTL_AUTO: |
| case RTL_READDRAW: |
| case RTL_READTEX: |
| read_from_framebuffer(This, &This->lockedRect, pLockedRect->pBits, pLockedRect->Pitch); |
| break; |
| |
| case RTL_TEXDRAW: |
| case RTL_TEXTEX: |
| ERR("Reading from render target with a texture isn't implemented yet\n"); |
| break; |
| |
| case RTL_DISABLE: |
| { |
| static BOOL warned = FALSE; |
| if(!warned) { |
| ERR("Application tries to lock the render target, but render target locking is disabled\n"); |
| warned = TRUE; |
| } |
| } |
| break; |
| } |
| } |
| TRACE("Resetting buffer\n"); |
| |
| glReadBuffer(prev_read); |
| vcheckGLcall("glReadBuffer"); |
| |
| LEAVE_GL(); |
| } |
| } else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */ |
| |
| if (!messages & 1) { |
| FIXME("TODO stencil depth surface locking surf%p usage(%lu)\n", This, This->resource.usage); |
| /* |
| |
| glReadPixels(This->lockedRect.left, |
| This->lockedRect.bottom - j - 1, |
| This->lockedRect.right - This->lockedRect.left, |
| 1, |
| GL_STENCIL_INDEX or GL_DEPTH_COMPONENT |
| |
| ) |
| */ |
| messages |= 1; |
| } |
| } else { |
| FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->resource.usage); |
| } |
| |
| if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) { |
| /* Don't dirtify */ |
| } else { |
| IWineD3DBaseTexture *pBaseTexture; |
| /** |
| * Dirtify on lock |
| * as seen in msdn docs |
| */ |
| IWineD3DSurface_AddDirtyRect(iface, &This->lockedRect); |
| |
| /** Dirtify Container if needed */ |
| if (WINED3D_OK == IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture) && pBaseTexture != NULL) { |
| TRACE("Making container dirty\n"); |
| IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE); |
| IWineD3DBaseTexture_Release(pBaseTexture); |
| } else { |
| TRACE("Surface is standalone, no need to dirty the container\n"); |
| } |
| } |
| |
| TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Flags & SFLAG_DIRTY ? 0 : 1); |
| |
| This->Flags |= SFLAG_LOCKED; |
| return WINED3D_OK; |
| } |
| |
| static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) { |
| GLint prev_store; |
| GLint prev_rasterpos[4]; |
| GLint skipBytes = 0; |
| BOOL storechanged = FALSE; |
| GLint fmt, type; |
| void *mem; |
| |
| glDisable(GL_TEXTURE_2D); |
| vcheckGLcall("glDisable(GL_TEXTURE_2D)"); |
| glDisable(GL_TEXTURE_1D); |
| vcheckGLcall("glDisable(GL_TEXTURE_1D)"); |
| |
| glFlush(); |
| vcheckGLcall("glFlush"); |
| glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store); |
| vcheckGLcall("glIntegerv"); |
| glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]); |
| vcheckGLcall("glIntegerv"); |
| glPixelZoom(1.0, -1.0); |
| vcheckGLcall("glPixelZoom"); |
| |
| /* If not fullscreen, we need to skip a number of bytes to find the next row of data */ |
| glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes); |
| glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width); |
| |
| glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1); |
| vcheckGLcall("glRasterPos2f"); |
| |
| /* Some drivers(radeon dri, others?) don't like exceptions during |
| * glDrawPixels. If the surface is a DIB section, it might be in GDIMode |
| * after ReleaseDC. Reading it will cause an exception, which x11drv will |
| * catch to put the dib section in InSync mode, which leads to a crash |
| * and a blocked x server on my radeon card. |
| * |
| * The following lines read the dib section so it is put in inSync mode |
| * before glDrawPixels is called and the crash is prevented. There won't |
| * be any interfering gdi accesses, because UnlockRect is called from |
| * ReleaseDC, and the app won't use the dc any more afterwards. |
| */ |
| if(This->Flags & SFLAG_DIBSECTION) { |
| volatile BYTE read; |
| read = This->resource.allocatedMemory[0]; |
| } |
| |
| switch (This->resource.format) { |
| /* No special care needed */ |
| case WINED3DFMT_A4R4G4B4: |
| case WINED3DFMT_R5G6B5: |
| case WINED3DFMT_A1R5G5B5: |
| case WINED3DFMT_R8G8B8: |
| type = This->glDescription.glType; |
| fmt = This->glDescription.glFormat; |
| mem = This->resource.allocatedMemory; |
| break; |
| |
| case WINED3DFMT_X4R4G4B4: |
| { |
| #if 0 /* Do we still need that? Those pixel formats have no alpha channel in gl any more */ |
| int size; |
| unsigned short *data; |
| data = (unsigned short *)This->resource.allocatedMemory; |
| size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left); |
| while(size > 0) { |
| *data |= 0xF000; |
| data++; |
| size--; |
| } |
| #endif |
| type = This->glDescription.glType; |
| fmt = This->glDescription.glFormat; |
| mem = This->resource.allocatedMemory; |
| } |
| break; |
| |
| case WINED3DFMT_X1R5G5B5: |
| { |
| #if 0 /* Do we still need that? Those pixel formats have no alpha channel in gl any more */ |
| int size; |
| unsigned short *data; |
| data = (unsigned short *)This->resource.allocatedMemory; |
| size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left); |
| while(size > 0) { |
| *data |= 0x8000; |
| data++; |
| size--; |
| } |
| #endif |
| type = This->glDescription.glType; |
| fmt = This->glDescription.glFormat; |
| mem = This->resource.allocatedMemory; |
| } |
| break; |
| |
| case WINED3DFMT_X8R8G8B8: |
| { |
| #if 0 /* Do we still need that? Those pixel formats have no alpha channel in gl any more */ |
| /* make sure the X byte is set to alpha on, since it |
| could be any random value this fixes the intro move in Pirates! */ |
| int size; |
| unsigned int *data; |
| data = (unsigned int *)This->resource.allocatedMemory; |
| size = (This->lockedRect.bottom - This->lockedRect.top) * (This->lockedRect.right - This->lockedRect.left); |
| while(size > 0) { |
| *data |= 0xFF000000; |
| data++; |
| size--; |
| } |
| #endif |
| } |
| |
| case WINED3DFMT_A8R8G8B8: |
| { |
| glPixelStorei(GL_PACK_SWAP_BYTES, TRUE); |
| vcheckGLcall("glPixelStorei"); |
| storechanged = TRUE; |
| type = This->glDescription.glType; |
| fmt = This->glDescription.glFormat; |
| mem = This->resource.allocatedMemory; |
| } |
| break; |
| |
| case WINED3DFMT_A2R10G10B10: |
| { |
| glPixelStorei(GL_PACK_SWAP_BYTES, TRUE); |
| vcheckGLcall("glPixelStorei"); |
| storechanged = TRUE; |
| type = This->glDescription.glType; |
| fmt = This->glDescription.glFormat; |
| mem = This->resource.allocatedMemory; |
| } |
| break; |
| |
| case WINED3DFMT_P8: |
| { |
| UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */ |
| int row; |
| type = GL_UNSIGNED_BYTE; |
| fmt = GL_RGBA; |
| |
| mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * sizeof(DWORD)); |
| if(!mem) { |
| ERR("Out of memory\n"); |
| return; |
| } |
| for(row = This->dirtyRect.top; row < This->dirtyRect.bottom; row++) { |
| d3dfmt_convert_surface(This->resource.allocatedMemory + row * pitch + This->lockedRect.left, |
| (BYTE *) mem + row * pitch * 4 + This->lockedRect.left * 4, |
| This->lockedRect.right - This->lockedRect.left, |
| CONVERT_PALETTED, This); |
| } |
| } |
| break; |
| |
| default: |
| FIXME("Unsupported Format %u in locking func\n", This->resource.format); |
| |
| /* Give it a try */ |
| type = This->glDescription.glType; |
| fmt = This->glDescription.glFormat; |
| mem = This->resource.allocatedMemory; |
| } |
| |
| glDrawPixels(This->lockedRect.right - This->lockedRect.left, |
| (This->lockedRect.bottom - This->lockedRect.top)-1, |
| fmt, type, |
| mem); |
| checkGLcall("glDrawPixels"); |
| glPixelZoom(1.0,1.0); |
| vcheckGLcall("glPixelZoom"); |
| |
| glRasterPos3iv(&prev_rasterpos[0]); |
| vcheckGLcall("glRasterPos3iv"); |
| |
| /* Reset to previous pack row length */ |
| glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes); |
| vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH"); |
| if(storechanged) { |
| glPixelStorei(GL_PACK_SWAP_BYTES, prev_store); |
| vcheckGLcall("glPixelStorei GL_PACK_SWAP_BYTES"); |
| } |
| |
| if(mem != This->resource.allocatedMemory) HeapFree(GetProcessHeap(), 0, mem); |
| return; |
| } |
| |
| static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice; |
| const char *buffername = ""; |
| IWineD3DSwapChainImpl *swapchain = NULL; |
| BOOL backbuf = FALSE; |
| |
| if (!(This->Flags & SFLAG_LOCKED)) { |
| WARN("trying to Unlock an unlocked surf@%p\n", This); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (WINED3DUSAGE_RENDERTARGET & This->resource.usage) { |
| IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain); |
| |
| if(swapchain) { |
| int i; |
| for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) { |
| if(iface == swapchain->backBuffer[i]) { |
| backbuf = TRUE; |
| break; |
| } |
| } |
| } |
| |
| if (backbuf) { |
| buffername = "backBuffer"; |
| } else if ((swapchain != NULL) && iface == swapchain->frontBuffer) { |
| buffername = "frontBuffer"; |
| } else if (iface == myDevice->depthStencilBuffer) { |
| buffername = "depthStencilBuffer"; |
| } else if (iface == myDevice->renderTarget) { |
| buffername = "renderTarget"; |
| } |
| } |
| |
| if (swapchain != NULL) { |
| IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain); |
| } |
| |
| TRACE("(%p %s) : dirtyfied(%d)\n", This, buffername, This->Flags & SFLAG_DIRTY ? 1 : 0); |
| |
| if (!(This->Flags & SFLAG_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 (WINED3DUSAGE_RENDERTARGET & This->resource.usage) { /* render surfaces */ |
| |
| /**************************** |
| * TODO: Render targets are 'special' and |
| * ?some? locking needs to be passed onto the context manager |
| * so that it becomes possible to use auxiliary buffers, pbuffers |
| * render-to-texture, shared, cached contexts etc... |
| * ****************************/ |
| IWineD3DSwapChainImpl *implSwapChain; |
| IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain); |
| |
| if (backbuf || iface == implSwapChain->frontBuffer || iface == myDevice->renderTarget) { |
| int tex; |
| |
| ENTER_GL(); |
| |
| /* 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 */ |
| d3ddevice_set_ortho(This->resource.wineD3DDevice); |
| |
| if (iface == implSwapChain->frontBuffer) { |
| glDrawBuffer(GL_FRONT); |
| checkGLcall("glDrawBuffer GL_FRONT"); |
| } else if (backbuf || iface == myDevice->renderTarget) { |
| glDrawBuffer(GL_BACK); |
| checkGLcall("glDrawBuffer GL_BACK"); |
| } |
| |
| /* Disable higher textures before calling glDrawPixels */ |
| for(tex = 1; tex < GL_LIMITS(sampler_stages); tex++) { |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + tex)); |
| checkGLcall("glActiveTextureARB"); |
| } |
| glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable GL_TEXTURE_2D"); |
| glDisable(GL_TEXTURE_1D); |
| checkGLcall("glDisable GL_TEXTURE_1D"); |
| } |
| /* Activate texture 0, but don't disable it necessarilly */ |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); |
| checkGLcall("glActiveTextureARB"); |
| } |
| |
| /* And back buffers are not blended. Disable the depth test, |
| that helps performance */ |
| glDisable(GL_BLEND); |
| glDisable(GL_DEPTH_TEST); |
| |
| switch(wined3d_settings.rendertargetlock_mode) { |
| case RTL_AUTO: |
| case RTL_READDRAW: |
| case RTL_TEXDRAW: |
| flush_to_framebuffer_drawpixels(This); |
| break; |
| |
| case RTL_READTEX: |
| case RTL_TEXTEX: |
| ERR("Writing to the render target with textures is not implemented yet\n"); |
| break; |
| |
| case RTL_DISABLE: |
| { |
| static BOOL warned = FALSE; |
| if(!warned) { |
| ERR("The application tries to write to the render target, but render target locking is disabled\n"); |
| warned = TRUE; |
| } |
| } |
| break; |
| } |
| |
| if(implSwapChain->backBuffer && implSwapChain->backBuffer[0]) { |
| glDrawBuffer(GL_BACK); |
| vcheckGLcall("glDrawBuffer"); |
| } |
| if(myDevice->stateBlock->renderState[D3DRS_ZENABLE] == D3DZB_TRUE || |
| myDevice->stateBlock->renderState[D3DRS_ZENABLE] == D3DZB_USEW) glEnable(GL_DEPTH_TEST); |
| if (myDevice->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(%s)\n", This, debug_d3dusage(This->resource.usage)); |
| } |
| IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain); |
| |
| } else if (WINED3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */ |
| |
| if (iface == myDevice->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(%s)\n", This, debug_d3dusage(This->resource.usage)); |
| } |
| |
| unlock_end: |
| This->Flags &= ~SFLAG_LOCKED; |
| memset(&This->lockedRect, 0, sizeof(RECT)); |
| return WINED3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| WINED3DLOCKED_RECT lock; |
| UINT usage; |
| BITMAPINFO* b_info; |
| HDC ddc; |
| DWORD *masks; |
| HRESULT hr; |
| RGBQUAD col[256]; |
| const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format); |
| |
| TRACE("(%p)->(%p)\n",This,pHDC); |
| |
| /* Give more detailed info for ddraw */ |
| if (This->Flags & SFLAG_DCINUSE) |
| return DDERR_DCALREADYCREATED; |
| |
| /* Can't GetDC if the surface is locked */ |
| if (This->Flags & SFLAG_LOCKED) |
| return WINED3DERR_INVALIDCALL; |
| |
| memset(&lock, 0, sizeof(lock)); /* To be sure */ |
| |
| /* Create a DIB section if there isn't a hdc yet */ |
| if(!This->hDC) { |
| int extraline = 0; |
| SYSTEM_INFO sysInfo; |
| |
| if(This->Flags & SFLAG_ACTIVELOCK) { |
| ERR("Creating a DIB section while a lock is active. Uncertain consequences\n"); |
| } |
| |
| switch (This->bytesPerPixel) { |
| case 2: |
| case 4: |
| /* Allocate extra space to store the RGB bit masks. */ |
| b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD)); |
| break; |
| |
| case 3: |
| b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BITMAPINFOHEADER)); |
| break; |
| |
| default: |
| /* Allocate extra space for a palette. */ |
| b_info = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(BITMAPINFOHEADER) |
| + sizeof(RGBQUAD) |
| * (1 << (This->bytesPerPixel * 8))); |
| break; |
| } |
| |
| /* Some apps access the surface in via DWORDs, and do not take the necessary care at the end of the |
| * surface. So we need at least extra 4 bytes at the end of the surface. Check against the page size, |
| * if the last page used for the surface has at least 4 spare bytes we're safe, otherwise |
| * add an extra line to the dib section |
| */ |
| GetSystemInfo(&sysInfo); |
| if( ((This->resource.size + 3) % sysInfo.dwPageSize) < 4) { |
| extraline = 1; |
| TRACE("Adding an extra line to the dib section\n"); |
| } |
| |
| b_info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER); |
| if( (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET)) { |
| b_info->bmiHeader.biWidth = This->currentDesc.Width; |
| b_info->bmiHeader.biHeight = -This->currentDesc.Height -extraline; |
| b_info->bmiHeader.biSizeImage = This->currentDesc.Width * This->currentDesc.Height * This->bytesPerPixel; |
| /* Use the full pow2 image size(assigned below) because LockRect |
| * will need it for a full glGetTexImage call |
| */ |
| } else { |
| b_info->bmiHeader.biWidth = This->pow2Width; |
| b_info->bmiHeader.biHeight = -This->pow2Height -extraline; |
| b_info->bmiHeader.biSizeImage = This->resource.size; |
| } |
| b_info->bmiHeader.biPlanes = 1; |
| b_info->bmiHeader.biBitCount = This->bytesPerPixel * 8; |
| |
| b_info->bmiHeader.biXPelsPerMeter = 0; |
| b_info->bmiHeader.biYPelsPerMeter = 0; |
| b_info->bmiHeader.biClrUsed = 0; |
| b_info->bmiHeader.biClrImportant = 0; |
| |
| /* Get the bit masks */ |
| masks = (DWORD *) &(b_info->bmiColors); |
| switch (This->resource.format) { |
| case WINED3DFMT_R8G8B8: |
| usage = DIB_RGB_COLORS; |
| b_info->bmiHeader.biCompression = BI_RGB; |
| break; |
| |
| case WINED3DFMT_X1R5G5B5: |
| case WINED3DFMT_A1R5G5B5: |
| case WINED3DFMT_A4R4G4B4: |
| case WINED3DFMT_X4R4G4B4: |
| case WINED3DFMT_R3G3B2: |
| case WINED3DFMT_A8R3G3B2: |
| case WINED3DFMT_A2B10G10R10: |
| case WINED3DFMT_A8B8G8R8: |
| case WINED3DFMT_X8B8G8R8: |
| case WINED3DFMT_A2R10G10B10: |
| case WINED3DFMT_R5G6B5: |
| case WINED3DFMT_A16B16G16R16: |
| usage = 0; |
| b_info->bmiHeader.biCompression = BI_BITFIELDS; |
| masks[0] = formatEntry->redMask; |
| masks[1] = formatEntry->greenMask; |
| masks[2] = formatEntry->blueMask; |
| break; |
| |
| default: |
| /* Don't know palette */ |
| b_info->bmiHeader.biCompression = BI_RGB; |
| usage = 0; |
| break; |
| } |
| |
| ddc = CreateDCA("DISPLAY", NULL, NULL, NULL); |
| if (ddc == 0) { |
| HeapFree(GetProcessHeap(), 0, b_info); |
| return HRESULT_FROM_WIN32(GetLastError()); |
| } |
| |
| TRACE("Creating a DIB section with size %ldx%ldx%d, size=%ld\n", b_info->bmiHeader.biWidth, b_info->bmiHeader.biHeight, b_info->bmiHeader.biBitCount, b_info->bmiHeader.biSizeImage); |
| This->dib.DIBsection = CreateDIBSection(ddc, b_info, usage, &This->dib.bitmap_data, 0 /* Handle */, 0 /* Offset */); |
| DeleteDC(ddc); |
| |
| if (!This->dib.DIBsection) { |
| ERR("CreateDIBSection failed!\n"); |
| return HRESULT_FROM_WIN32(GetLastError()); |
| } |
| HeapFree(GetProcessHeap(), 0, b_info); |
| |
| TRACE("DIBSection at : %p\n", This->dib.bitmap_data); |
| |
| /* copy the existing surface to the dib section */ |
| if(This->resource.allocatedMemory) { |
| memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, b_info->bmiHeader.biSizeImage); |
| /* We won't need that any more */ |
| HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory); |
| } else { |
| /* This is to make LockRect read the gl Texture although memory is allocated */ |
| This->Flags |= SFLAG_GLDIRTY; |
| } |
| |
| /* Use the dib section from now on */ |
| This->resource.allocatedMemory = This->dib.bitmap_data; |
| |
| /* Now allocate a HDC */ |
| This->hDC = CreateCompatibleDC(0); |
| This->dib.holdbitmap = SelectObject(This->hDC, This->dib.DIBsection); |
| TRACE("using wined3d palette %p\n", This->palette); |
| SelectPalette(This->hDC, |
| This->palette ? This->palette->hpal : 0, |
| FALSE); |
| |
| This->Flags |= SFLAG_DIBSECTION; |
| } |
| |
| /* Lock the surface */ |
| hr = IWineD3DSurface_LockRect(iface, |
| &lock, |
| NULL, |
| 0); |
| if(FAILED(hr)) { |
| ERR("IWineD3DSurface_LockRect failed with hr = %08lx\n", hr); |
| /* keep the dib section */ |
| return hr; |
| } |
| |
| if(This->resource.format == WINED3DFMT_P8 || |
| This->resource.format == WINED3DFMT_A8P8) { |
| unsigned int n; |
| if(This->palette) { |
| PALETTEENTRY ent[256]; |
| |
| GetPaletteEntries(This->palette->hpal, 0, 256, ent); |
| for (n=0; n<256; n++) { |
| col[n].rgbRed = ent[n].peRed; |
| col[n].rgbGreen = ent[n].peGreen; |
| col[n].rgbBlue = ent[n].peBlue; |
| col[n].rgbReserved = 0; |
| } |
| } else { |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| |
| for (n=0; n<256; n++) { |
| col[n].rgbRed = device->palettes[device->currentPalette][n].peRed; |
| col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen; |
| col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue; |
| col[n].rgbReserved = 0; |
| } |
| |
| } |
| SetDIBColorTable(This->hDC, 0, 256, col); |
| } |
| |
| *pHDC = This->hDC; |
| TRACE("returning %p\n",*pHDC); |
| This->Flags |= SFLAG_DCINUSE; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| TRACE("(%p)->(%p)\n",This,hDC); |
| |
| if (!(This->Flags & SFLAG_DCINUSE)) |
| return D3DERR_INVALIDCALL; |
| |
| /* we locked first, so unlock now */ |
| IWineD3DSurface_UnlockRect(iface); |
| |
| This->Flags &= ~SFLAG_DCINUSE; |
| |
| return WINED3D_OK; |
| } |
| |
| /* ****************************************************** |
| IWineD3DSurface Internal (No mapping to directx api) parts follow |
| ****************************************************** */ |
| |
| HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp) { |
| BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & DDSD_CKSRCBLT); |
| const PixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format); |
| |
| /* Default values: From the surface */ |
| *format = formatEntry->glFormat; |
| *internal = formatEntry->glInternal; |
| *type = formatEntry->glType; |
| *convert = NO_CONVERSION; |
| *target_bpp = This->bytesPerPixel; |
| |
| /* Ok, now look if we have to do any conversion */ |
| switch(This->resource.format) { |
| case WINED3DFMT_P8: |
| /* **************** |
| Paletted Texture |
| **************** */ |
| if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) || colorkey_active) { |
| *format = GL_RGBA; |
| *internal = GL_RGBA; |
| *type = GL_UNSIGNED_BYTE; |
| *target_bpp = 4; |
| if(colorkey_active) { |
| *convert = CONVERT_PALETTED; |
| } else { |
| *convert = CONVERT_PALETTED_CK; |
| } |
| } |
| |
| break; |
| |
| case WINED3DFMT_R3G3B2: |
| /* ********************** |
| GL_UNSIGNED_BYTE_3_3_2 |
| ********************** */ |
| if (colorkey_active) { |
| /* This texture format will never be used.. So do not care about color keying |
| up until the point in time it will be needed :-) */ |
| FIXME(" ColorKeying not supported in the RGB 332 format !\n"); |
| } |
| break; |
| |
| case WINED3DFMT_R5G6B5: |
| if (colorkey_active) { |
| *convert = CONVERT_CK_565; |
| *format = GL_RGBA; |
| *internal = GL_RGBA; |
| *type = GL_UNSIGNED_SHORT_5_5_5_1; |
| } |
| break; |
| |
| case WINED3DFMT_R8G8B8: |
| if (colorkey_active) { |
| *convert = CONVERT_CK_RGB24; |
| *format = GL_RGBA; |
| *internal = GL_RGBA; |
| *type = GL_UNSIGNED_INT_8_8_8_8; |
| *target_bpp = 4; |
| } |
| break; |
| |
| case WINED3DFMT_X8R8G8B8: |
| if (colorkey_active) { |
| *convert = CONVERT_RGB32_888; |
| *format = GL_RGBA; |
| *internal = GL_RGBA; |
| *type = GL_UNSIGNED_INT_8_8_8_8; |
| } |
| break; |
| #if 0 |
| /* Not sure if we should do color keying on Alpha-Enabled surfaces */ |
| case WINED3DFMT_A4R4G4B4: |
| if (colorkey_active) |
| { |
| *convert = CONVERT_CK_4444_ARGB; |
| *format = GL_RGBA; |
| *internal = GL_RGBA; |
| *type = GL_UNSIGNED_SHORT_4_4_4_4; |
| } |
| break; |
| |
| case WINED3DFMT_A1R5G5B5: |
| if (colorkey_active) |
| { |
| *convert = CONVERT_CK_1555; |
| } |
| |
| case WINED3DFMT_A8R8G8B8: |
| if (colorkey_active) |
| { |
| *convert = CONVERT_CK_8888_ARGB; |
| *format = GL_RGBA; |
| *internal = GL_RGBA; |
| *type = GL_UNSIGNED_INT_8_8_8_8; |
| } |
| break; |
| #endif |
| default: |
| break; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, unsigned long len, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf) { |
| TRACE("(%p)->(%p),(%ld,%d,%p)\n", src, dst, len, convert, surf); |
| |
| switch (convert) { |
| case NO_CONVERSION: |
| { |
| memcpy(dst, src, len * surf->bytesPerPixel); |
| break; |
| } |
| case CONVERT_PALETTED: |
| case CONVERT_PALETTED_CK: |
| { |
| IWineD3DPaletteImpl* pal = surf->palette; |
| BYTE table[256][4]; |
| unsigned int i; |
| unsigned int x; |
| |
| if( pal == NULL) { |
| /* TODO: If we are a sublevel, try to get the palette from level 0 */ |
| } |
| |
| if (pal == NULL) { |
| /* Still no palette? Use the device's palette */ |
| /* Get the surface's palette */ |
| for (i = 0; i < 256; i++) { |
| IWineD3DDeviceImpl *device = surf->resource.wineD3DDevice; |
| |
| table[i][0] = device->palettes[device->currentPalette][i].peRed; |
| table[i][1] = device->palettes[device->currentPalette][i].peGreen; |
| table[i][2] = device->palettes[device->currentPalette][i].peBlue; |
| if ((convert == CONVERT_PALETTED_CK) && |
| (i >= surf->SrcBltCKey.dwColorSpaceLowValue) && |
| (i <= surf->SrcBltCKey.dwColorSpaceHighValue)) { |
| /* We should maybe here put a more 'neutral' color than the standard bright purple |
| one often used by application to prevent the nice purple borders when bi-linear |
| filtering is on */ |
| table[i][3] = 0x00; |
| } else { |
| table[i][3] = 0xFF; |
| } |
| } |
| } else { |
| TRACE("Using surface palette %p\n", pal); |
| /* Get the surface's palette */ |
| for (i = 0; i < 256; i++) { |
| table[i][0] = pal->palents[i].peRed; |
| table[i][1] = pal->palents[i].peGreen; |
| table[i][2] = pal->palents[i].peBlue; |
| if ((convert == CONVERT_PALETTED_CK) && |
| (i >= surf->SrcBltCKey.dwColorSpaceLowValue) && |
| (i <= surf->SrcBltCKey.dwColorSpaceHighValue)) { |
| /* We should maybe here put a more 'neutral' color than the standard bright purple |
| one often used by application to prevent the nice purple borders when bi-linear |
| filtering is on */ |
| table[i][3] = 0x00; |
| } else { |
| table[i][3] = 0xFF; |
| } |
| } |
| } |
| |
| for (x = 0; x < len; x++) { |
| BYTE color = *src++; |
| *dst++ = table[color][0]; |
| *dst++ = table[color][1]; |
| *dst++ = table[color][2]; |
| *dst++ = table[color][3]; |
| } |
| } |
| break; |
| |
| case CONVERT_CK_565: |
| { |
| /* Converting the 565 format in 5551 packed to emulate color-keying. |
| |
| Note : in all these conversion, it would be best to average the averaging |
| pixels to get the color of the pixel that will be color-keyed to |
| prevent 'color bleeding'. This will be done later on if ever it is |
| too visible. |
| |
| Note2: when using color-keying + alpha, are the alpha bits part of the |
| color-space or not ? |
| */ |
| unsigned int x; |
| WORD *Source = (WORD *) src; |
| WORD *Dest = (WORD *) dst; |
| |
| TRACE("Color keyed 565\n"); |
| |
| for (x = 0; x < len; x++ ) { |
| WORD color = *Source++; |
| *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1)); |
| if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) || |
| (color > surf->SrcBltCKey.dwColorSpaceHighValue)) { |
| *Dest |= 0x0001; |
| } |
| Dest++; |
| } |
| } |
| break; |
| |
| case CONVERT_CK_1555: |
| { |
| unsigned int x; |
| WORD *Source = (WORD *) src; |
| WORD *Dest = (WORD *) dst; |
| |
| for (x = 0; x < len * sizeof(WORD); x+=sizeof(WORD)) { |
| WORD color = *Source++; |
| *Dest = (color & 0x7FFF); |
| if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) || |
| (color > surf->SrcBltCKey.dwColorSpaceHighValue)) |
| *Dest |= (color & 0x8000); |
| Dest++; |
| } |
| } |
| break; |
| |
| case CONVERT_CK_4444_ARGB: |
| { |
| /* Move the four Alpha bits... */ |
| unsigned int x; |
| WORD *Source = (WORD *) src; |
| WORD *Dest = (WORD *) dst; |
| |
| for (x = 0; x < len; x++) { |
| WORD color = *Source++; |
| *dst = (color & 0x0FFF) << 4; |
| if ((color < surf->SrcBltCKey.dwColorSpaceLowValue) || |
| (color > surf->SrcBltCKey.dwColorSpaceHighValue)) |
| *Dest |= (color & 0xF000) >> 12; |
| Dest++; |
| } |
| } break; |
| |
| default: |
| ERR("Unsupported conversation type %d\n", convert); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| if (This->Flags & SFLAG_INTEXTURE) { |
| TRACE("Surface already in texture\n"); |
| return WINED3D_OK; |
| } |
| if (!(This->Flags & SFLAG_DIRTY)) { |
| TRACE("surface isn't dirty\n"); |
| return WINED3D_OK; |
| } |
| |
| This->Flags &= ~SFLAG_DIRTY; |
| |
| /* Resources are placed in system RAM and do not need to be recreated when a device is lost. |
| * These resources are not bound by device size or format restrictions. Because of this, |
| * these resources cannot be accessed by the Direct3D device nor set as textures or render targets. |
| * However, these resources can always be created, locked, and copied. |
| */ |
| if (This->resource.pool == WINED3DPOOL_SCRATCH) |
| { |
| FIXME("(%p) Operation not supported for scratch textures\n",This); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (This->Flags & SFLAG_INPBUFFER) { |
| ENTER_GL(); |
| |
| if (This->glDescription.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_DXT2 || |
| This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 || |
| This->resource.format == WINED3DFMT_DXT5) |
| FIXME("Format %d not supported\n", This->resource.format); |
| else { |
| GLint prevRead; |
| glGetIntegerv(GL_READ_BUFFER, &prevRead); |
| vcheckGLcall("glGetIntegerv"); |
| glReadBuffer(GL_BACK); |
| vcheckGLcall("glReadBuffer"); |
| |
| glCopyTexImage2D(This->glDescription.target, |
| This->glDescription.level, |
| This->glDescription.glFormatInternal, |
| 0, |
| 0, |
| This->currentDesc.Width, |
| This->currentDesc.Height, |
| 0); |
| |
| checkGLcall("glCopyTexImage2D"); |
| glReadBuffer(prevRead); |
| vcheckGLcall("glReadBuffer"); |
| TRACE("Updating target %d\n", This->glDescription.target); |
| This->Flags |= SFLAG_INTEXTURE; |
| } |
| LEAVE_GL(); |
| return WINED3D_OK; |
| } |
| |
| /* TODO: Compressed non-power 2 support */ |
| |
| if (This->resource.format == WINED3DFMT_DXT1 || |
| This->resource.format == WINED3DFMT_DXT2 || |
| This->resource.format == WINED3DFMT_DXT3 || |
| This->resource.format == WINED3DFMT_DXT4 || |
| This->resource.format == WINED3DFMT_DXT5) { |
| if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { |
| FIXME("Using DXT1/3/5 without advertized support\n"); |
| } else if (This->resource.allocatedMemory) { |
| TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n", |
| This->glDescription.target, |
| This->glDescription.level, |
| This->glDescription.glFormatInternal, |
| This->currentDesc.Width, |
| This->currentDesc.Height, |
| 0, |
| This->resource.size, |
| This->resource.allocatedMemory); |
| |
| ENTER_GL(); |
| |
| GL_EXTCALL(glCompressedTexImage2DARB)(This->glDescription.target, |
| This->glDescription.level, |
| This->glDescription.glFormatInternal, |
| This->currentDesc.Width, |
| This->currentDesc.Height, |
| 0, |
| This->resource.size, |
| This->resource.allocatedMemory); |
| checkGLcall("glCommpressedTexImage2D"); |
| |
| LEAVE_GL(); |
| |
| if(!(This->Flags & SFLAG_DONOTFREE)){ |
| HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory); |
| This->resource.allocatedMemory = NULL; |
| } |
| } |
| } else { |
| GLenum format, internal, type; |
| CONVERT_TYPES convert; |
| int bpp; |
| BYTE *mem; |
| |
| d3dfmt_get_conv(This, TRUE /* We need color keying */, &format, &internal, &type, &convert, &bpp); |
| |
| if((convert != NO_CONVERSION) && |
| This->resource.allocatedMemory) { |
| int width = This->glRect.right - This->glRect.left; |
| int height = This->glRect.bottom - This->glRect.top; |
| int row; |
| |
| mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp); |
| if(!mem) { |
| ERR("Out of memory %d, %d!\n", width, height); |
| return WINED3DERR_OUTOFVIDEOMEMORY; |
| } |
| |
| for(row = This->glRect.top; row < This->glRect.bottom; row++) { |
| BYTE *cur = This->resource.allocatedMemory + row * This->pow2Width * This->bytesPerPixel; |
| d3dfmt_convert_surface(cur + This->glRect.left * This->bytesPerPixel, |
| mem + row * width * bpp, |
| width, |
| convert, |
| This); |
| } |
| This->Flags |= SFLAG_CONVERTED; |
| } else { |
| This->Flags &= ~SFLAG_CONVERTED; |
| mem = This->resource.allocatedMemory; |
| } |
| |
| /* TODO: possibly use texture rectangle (though we are probably more compatible without it) */ |
| if (NP2_REPACK == wined3d_settings.nonpower2_mode && (This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE) ) { |
| |
| |
| TRACE("non power of two support\n"); |
| ENTER_GL(); |
| TRACE("(%p) Calling 2 glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n", This, |
| This->glDescription.target, |
| This->glDescription.level, |
| debug_d3dformat(This->resource.format), |
| This->glDescription.glFormatInternal, |
| This->pow2Width, |
| This->pow2Height, |
| 0, |
| This->glDescription.glFormat, |
| This->glDescription.glType, |
| NULL); |
| |
| glTexImage2D(This->glDescription.target, |
| This->glDescription.level, |
| This->glDescription.glFormatInternal, |
| This->pow2Width, |
| This->pow2Height, |
| 0/*border*/, |
| This->glDescription.glFormat, |
| This->glDescription.glType, |
| NULL); |
| |
| checkGLcall("glTexImage2D"); |
| if (This->resource.allocatedMemory != NULL) { |
| TRACE("(%p) Calling glTexSubImage2D w(%d) h(%d) mem(%p)\n", This, This->currentDesc.Width, This->currentDesc.Height, This->resource.allocatedMemory); |
| /* And map the non-power two data into the top left corner */ |
| glTexSubImage2D( |
| This->glDescription.target, |
| This->glDescription.level, |
| 0 /* xoffset */, |
| 0 /* ysoffset */ , |
| This->currentDesc.Width, |
| This->currentDesc.Height, |
| This->glDescription.glFormat, |
| This->glDescription.glType, |
| This->resource.allocatedMemory |
| ); |
| checkGLcall("glTexSubImage2D"); |
| } |
| LEAVE_GL(); |
| |
| } else { |
| |
| TRACE("Calling 2 glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%ld, h=%ld,0=%d, glFmt=%x, glType=%x, Mem=%p\n", |
| This->glDescription.target, |
| This->glDescription.level, |
| debug_d3dformat(This->resource.format), |
| This->glDescription.glFormatInternal, |
| This->glRect.right - This->glRect.left, |
| This->glRect.bottom - This->glRect.top, |
| 0, |
| This->glDescription.glFormat, |
| This->glDescription.glType, |
| mem); |
| |
| ENTER_GL(); |
| |
| /* OK, create the texture */ |
| glTexImage2D(This->glDescription.target, |
| This->glDescription.level, |
| internal, |
| This->glRect.right - This->glRect.left, |
| This->glRect.bottom - This->glRect.top, |
| 0 /* border */, |
| format, |
| type, |
| mem); |
| |
| checkGLcall("glTexImage2D"); |
| |
| LEAVE_GL(); |
| } |
| if(mem != This->resource.allocatedMemory) |
| HeapFree(GetProcessHeap(), 0, mem); |
| |
| #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, This->glDescription.target, This->glDescription.level, gen); |
| IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer); |
| } |
| /* |
| * debugging crash code |
| if (gen == 250) { |
| void** test = NULL; |
| *test = 0; |
| } |
| */ |
| } |
| #endif |
| if(!(This->Flags & SFLAG_DONOTFREE)){ |
| HeapFree(GetProcessHeap(),0,This->resource.allocatedMemory); |
| This->resource.allocatedMemory = NULL; |
| } |
| |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| #include <errno.h> |
| #include <stdio.h> |
| HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) { |
| FILE* f = NULL; |
| UINT i, y; |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| char *allocatedMemory; |
| char *textureRow; |
| IWineD3DSwapChain *swapChain = NULL; |
| int width, height; |
| GLuint tmpTexture; |
| DWORD color; |
| /*FIXME: |
| Textures my not be stored in ->allocatedgMemory and a GlTexture |
| so we should lock the surface before saving a snapshot, or at least check that |
| */ |
| /* TODO: Compressed texture images can be obtained from the GL in uncompressed form |
| by calling GetTexImage and in compressed form by calling |
| GetCompressedTexImageARB. Queried compressed images can be saved and |
| later reused by calling CompressedTexImage[123]DARB. Pre-compressed |
| texture images do not need to be processed by the GL and should |
| significantly improve texture loading performance relative to uncompressed |
| images. */ |
| |
| /* Setup the width and height to be the internal texture width and height. */ |
| width = This->pow2Width; |
| height = This->pow2Height; |
| /* check to see if were a 'virtual' texture e.g. were not a pbuffer of texture were a back buffer*/ |
| IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain); |
| |
| if (swapChain || (This->Flags & SFLAG_INPBUFFER)) { /* if were not a real texture then read the back buffer into a real texture*/ |
| /* we don't want to interfere with the back buffer so read the data into a temporary texture and then save the data out of the temporary texture */ |
| GLint prevRead; |
| ENTER_GL(); |
| FIXME("(%p) This surface needs to be locked before a snapshot can be taken\n", This); |
| glEnable(GL_TEXTURE_2D); |
| |
| glGenTextures(1, &tmpTexture); |
| glBindTexture(GL_TEXTURE_2D, tmpTexture); |
| |
| glTexImage2D(GL_TEXTURE_2D, |
| 0, |
| GL_RGBA, |
| width, |
| height, |
| 0/*border*/, |
| GL_RGBA, |
| GL_UNSIGNED_INT_8_8_8_8_REV, |
| NULL); |
| |
| glGetIntegerv(GL_READ_BUFFER, &prevRead); |
| vcheckGLcall("glGetIntegerv"); |
| glReadBuffer(GL_BACK); |
| vcheckGLcall("glReadBuffer"); |
| glCopyTexImage2D(GL_TEXTURE_2D, |
| 0, |
| GL_RGBA, |
| 0, |
| 0, |
| width, |
| height, |
| 0); |
| |
| checkGLcall("glCopyTexImage2D"); |
| glReadBuffer(prevRead); |
| LEAVE_GL(); |
| |
| } else { /* bind the real texture */ |
| IWineD3DSurface_PreLoad(iface); |
| } |
| allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4); |
| ENTER_GL(); |
| FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height); |
| glGetTexImage(GL_TEXTURE_2D, |
| This->glDescription.level, |
| GL_RGBA, |
| GL_UNSIGNED_INT_8_8_8_8_REV, |
| allocatedMemory); |
| checkGLcall("glTexImage2D"); |
| if (tmpTexture) { |
| glBindTexture(GL_TEXTURE_2D, 0); |
| glDeleteTextures(1, &tmpTexture); |
| } |
| LEAVE_GL(); |
| |
| f = fopen(filename, "w+"); |
| if (NULL == f) { |
| ERR("opening of %s failed with: %s\n", filename, strerror(errno)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| /* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/ |
| TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format)); |
| /* TGA header */ |
| fputc(0,f); |
| fputc(0,f); |
| fputc(2,f); |
| fputc(0,f); |
| fputc(0,f); |
| fputc(0,f); |
| fputc(0,f); |
| fputc(0,f); |
| fputc(0,f); |
| fputc(0,f); |
| fputc(0,f); |
| fputc(0,f); |
| /* short width*/ |
| fwrite(&width,2,1,f); |
| /* short height */ |
| fwrite(&height,2,1,f); |
| /* format rgba */ |
| fputc(0x20,f); |
| fputc(0x28,f); |
| /* raw data */ |
| /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up*/ |
| if(swapChain) |
| textureRow = allocatedMemory + (width * (height - 1) *4); |
| else |
| textureRow = allocatedMemory; |
| for (y = 0 ; y < height; y++) { |
| for (i = 0; i < width; i++) { |
| color = *((DWORD*)textureRow); |
| fputc((color >> 16) & 0xFF, f); /* B */ |
| fputc((color >> 8) & 0xFF, f); /* G */ |
| fputc((color >> 0) & 0xFF, f); /* R */ |
| fputc((color >> 24) & 0xFF, f); /* A */ |
| textureRow += 4; |
| } |
| /* take two rows of the pointer to the texture memory */ |
| if(swapChain) |
| (textureRow-= width << 3); |
| |
| } |
| TRACE("Closing file\n"); |
| fclose(f); |
| |
| if(swapChain) { |
| IWineD3DSwapChain_Release(swapChain); |
| } |
| HeapFree(GetProcessHeap(), 0, allocatedMemory); |
| return WINED3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| This->Flags &= ~SFLAG_DIRTY; |
| 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->Flags & SFLAG_DIRTY ? 1 : 0, This->dirtyRect.left, |
| This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom); |
| return WINED3D_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; |
| IWineD3DBaseTexture *baseTexture = NULL; |
| This->Flags |= SFLAG_DIRTY; |
| 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->Flags & SFLAG_DIRTY, This->dirtyRect.left, |
| This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom); |
| /* if the container is a basetexture then mark it dirty. */ |
| if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) { |
| TRACE("Passing to conatiner\n"); |
| IWineD3DBaseTexture_SetDirty(baseTexture, TRUE); |
| IWineD3DBaseTexture_Release(baseTexture); |
| } |
| return WINED3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| TRACE("This %p, container %p\n", This, container); |
| |
| /* We can't keep a reference to the container, since the container already keeps a reference to us. */ |
| |
| TRACE("Setting container to %p from %p\n", container, This->container); |
| This->container = container; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| const PixelFormatDesc *formatEntry = getFormatDescEntry(format); |
| |
| if (This->resource.format != WINED3DFMT_UNKNOWN) { |
| FIXME("(%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN\n", This); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| TRACE("(%p) : Setting texture foramt to (%d,%s)\n", This, format, debug_d3dformat(format)); |
| if (format == WINED3DFMT_UNKNOWN) { |
| This->resource.size = 0; |
| } else if (format == WINED3DFMT_DXT1) { |
| /* DXT1 is half byte per pixel */ |
| This->resource.size = ((max(This->pow2Width, 4) * formatEntry->bpp) * max(This->pow2Height, 4)) >> 1; |
| |
| } else if (format == WINED3DFMT_DXT2 || format == WINED3DFMT_DXT3 || |
| format == WINED3DFMT_DXT4 || format == WINED3DFMT_DXT5) { |
| This->resource.size = ((max(This->pow2Width, 4) * formatEntry->bpp) * max(This->pow2Height, 4)); |
| } else { |
| This->resource.size = (This->pow2Width * formatEntry->bpp) * This->pow2Height; |
| } |
| |
| |
| /* Setup some glformat defaults */ |
| This->glDescription.glFormat = formatEntry->glFormat; |
| This->glDescription.glFormatInternal = formatEntry->glInternal; |
| This->glDescription.glType = formatEntry->glType; |
| |
| if (format != WINED3DFMT_UNKNOWN) { |
| This->bytesPerPixel = formatEntry->bpp; |
| This->pow2Size = (This->pow2Width * This->bytesPerPixel) * This->pow2Height; |
| } else { |
| This->bytesPerPixel = 0; |
| This->pow2Size = 0; |
| } |
| |
| This->Flags |= (WINED3DFMT_D16_LOCKABLE == format) ? SFLAG_LOCKABLE : 0; |
| |
| This->resource.format = format; |
| |
| TRACE("(%p) : Size %d, pow2Size %d, bytesPerPixel %d, glFormat %d, glFotmatInternal %d, glType %d\n", This, This->resource.size, This->pow2Size, This->bytesPerPixel, This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType); |
| |
| return WINED3D_OK; |
| } |
| |
| /* TODO: replace this function with context management routines */ |
| HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| if(inPBuffer) { |
| This->Flags |= SFLAG_INPBUFFER; |
| } else { |
| This->Flags &= ~SFLAG_INPBUFFER; |
| } |
| |
| if(inTexture) { |
| This->Flags |= SFLAG_INTEXTURE; |
| } else { |
| This->Flags &= ~SFLAG_INTEXTURE; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| IWineD3DDevice *D3D = (IWineD3DDevice *) This->resource.wineD3DDevice; |
| TRACE("(%p)->(%p,%lx)\n", This, override, Flags); |
| |
| /* Flipping is only supported on RenderTargets */ |
| if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return DDERR_NOTFLIPPABLE; |
| |
| if(override) { |
| /* DDraw sets this for the X11 surfaces, so don't confuse the user |
| * FIXME("(%p) Target override is not supported by now\n", This); |
| * Additionally, it isn't really possible to support triple-buffering |
| * properly on opengl at all |
| */ |
| } |
| |
| /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */ |
| return IWineD3DDevice_Present(D3D, NULL, NULL, 0, NULL); |
| } |
| |
| /* Not called from the VTable */ |
| static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx) { |
| D3DRECT rect; |
| IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice; |
| IWineD3DSwapChainImpl *swapchain = NULL; |
| IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface; |
| BOOL SrcOK = TRUE; |
| |
| TRACE("(%p)->(%p,%p,%p,%08lx,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx); |
| |
| /* Get the swapchain. One of the surfaces has to be a primary surface */ |
| IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain); |
| if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain); |
| else if(Src) { |
| IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&swapchain); |
| if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain); |
| else return WINED3DERR_INVALIDCALL; |
| } else { |
| swapchain = NULL; |
| } |
| |
| if (DestRect) { |
| rect.x1 = DestRect->left; |
| rect.y1 = DestRect->top; |
| rect.x2 = DestRect->right; |
| rect.y2 = DestRect->bottom; |
| } else { |
| rect.x1 = 0; |
| rect.y1 = 0; |
| rect.x2 = This->currentDesc.Width; |
| rect.y2 = This->currentDesc.Height; |
| } |
| |
| /* Half-life does a Blt from the back buffer to the front buffer, |
| * Full surface size, no flags... Use present instead |
| */ |
| if(Src) |
| { |
| /* First, check if we can do a Flip */ |
| |
| /* Check rects - IWineD3DDevice_Present doesn't handle them */ |
| if( SrcRect ) { |
| if( (SrcRect->left == 0) && (SrcRect->top == 0) && |
| (SrcRect->right == Src->currentDesc.Width) && (SrcRect->bottom == Src->currentDesc.Height) ) { |
| SrcOK = TRUE; |
| } |
| } else { |
| SrcOK = TRUE; |
| } |
| |
| /* Check the Destination rect and the surface sizes */ |
| if(SrcOK && |
| (rect.x1 == 0) && (rect.y1 == 0) && |
| (rect.x2 == This->currentDesc.Width) && (rect.y2 == This->currentDesc.Height) && |
| (This->currentDesc.Width == Src->currentDesc.Width) && |
| (This->currentDesc.Height == Src->currentDesc.Height)) { |
| /* These flags are unimportant for the flag check, remove them */ |
| |
| if((Flags & ~(DDBLT_DONOTWAIT | DDBLT_WAIT)) == 0) { |
| if( swapchain->backBuffer && ((IWineD3DSurface *) This == swapchain->frontBuffer) && ((IWineD3DSurface *) Src == swapchain->backBuffer[0]) ) { |
| |
| D3DSWAPEFFECT orig_swap = swapchain->presentParms.SwapEffect; |
| |
| /* The idea behind this is that a glReadPixels and a glDrawPixels call |
| * take very long, while a flip is fast. |
| * This applies to Half-Life, which does such Blts every time it finished |
| * a frame, and to Prince of Persia 3D, which uses this to draw at least the main |
| * menu. This is also used by all apps when they do windowed rendering |
| * |
| * The problem is that flipping is not really the same as copying. After a |
| * Blt the front buffer is a copy of the back buffer, and the back buffer is |
| * untouched. Therefore it's necessary to override the swap effect |
| * and to set it back after the flip. |
| */ |
| |
| swapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY; |
| |
| TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n"); |
| IWineD3DDevice_Present((IWineD3DDevice *) This->resource.wineD3DDevice, |
| NULL, NULL, 0, NULL); |
| |
| swapchain->presentParms.SwapEffect = orig_swap; |
| |
| return WINED3D_OK; |
| } |
| } |
| } |
| |
| /* Blt from texture to rendertarget? */ |
| if( ( ( (IWineD3DSurface *) This == swapchain->frontBuffer) || |
| ( swapchain->backBuffer && (IWineD3DSurface *) This == swapchain->backBuffer[0]) ) |
| && |
| ( ( (IWineD3DSurface *) Src != swapchain->frontBuffer) && |
| ( swapchain->backBuffer && (IWineD3DSurface *) Src != swapchain->backBuffer[0]) ) ) { |
| float glTexCoord[4]; |
| DWORD oldCKey; |
| GLint oldLight, oldFog, oldDepth, oldBlend, oldCull, oldAlpha; |
| GLint alphafunc; |
| GLclampf alpharef; |
| GLint oldStencil; |
| RECT SourceRectangle; |
| GLint oldDraw; |
| |
| TRACE("Blt from surface %p to rendertarget %p\n", Src, This); |
| |
| if(SrcRect) { |
| SourceRectangle.left = SrcRect->left; |
| SourceRectangle.right = SrcRect->right; |
| SourceRectangle.top = SrcRect->top; |
| SourceRectangle.bottom = SrcRect->bottom; |
| } else { |
| SourceRectangle.left = 0; |
| SourceRectangle.right = Src->currentDesc.Width; |
| SourceRectangle.top = 0; |
| SourceRectangle.bottom = Src->currentDesc.Height; |
| } |
| |
| if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) { |
| /* Fall back to software */ |
| WARN("(%p) Source texture area (%ld,%ld)-(%ld,%ld) is too big\n", Src, |
| SourceRectangle.left, SourceRectangle.top, |
| SourceRectangle.right, SourceRectangle.bottom); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Color keying: Check if we have to do a color keyed blt, |
| * and if not check if a color key is activated. |
| */ |
| oldCKey = Src->CKeyFlags; |
| if(!(Flags & DDBLT_KEYSRC) && |
| Src->CKeyFlags & DDSD_CKSRCBLT) { |
| /* Ok, the surface has a color key, but we shall not use it - |
| * Deactivate it for now and dirtify the surface to reload it |
| */ |
| Src->CKeyFlags &= ~DDSD_CKSRCBLT; |
| Src->Flags |= SFLAG_DIRTY; |
| } |
| |
| /* Now load the surface */ |
| IWineD3DSurface_PreLoad((IWineD3DSurface *) Src); |
| |
| ENTER_GL(); |
| |
| /* Save all the old stuff until we have a proper opengl state manager */ |
| oldLight = glIsEnabled(GL_LIGHTING); |
| oldFog = glIsEnabled(GL_FOG); |
| oldDepth = glIsEnabled(GL_DEPTH_TEST); |
| oldBlend = glIsEnabled(GL_BLEND); |
| oldCull = glIsEnabled(GL_CULL_FACE); |
| oldAlpha = glIsEnabled(GL_ALPHA_TEST); |
| oldStencil = glIsEnabled(GL_STENCIL_TEST); |
| |
| glGetIntegerv(GL_ALPHA_TEST_FUNC, &alphafunc); |
| checkGLcall("glGetFloatv GL_ALPHA_TEST_FUNC"); |
| glGetFloatv(GL_ALPHA_TEST_REF, &alpharef); |
| checkGLcall("glGetFloatv GL_ALPHA_TEST_REF"); |
| |
| glGetIntegerv(GL_DRAW_BUFFER, &oldDraw); |
| if(This == (IWineD3DSurfaceImpl *) swapchain->frontBuffer) { |
| TRACE("Drawing to front buffer\n"); |
| glDrawBuffer(GL_FRONT); |
| checkGLcall("glDrawBuffer GL_FRONT"); |
| } |
| |
| /* Unbind the old texture */ |
| glBindTexture(GL_TEXTURE_2D, 0); |
| |
| if (GL_SUPPORT(ARB_MULTITEXTURE)) { |
| /* We use texture unit 0 for blts */ |
| GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); |
| checkGLcall("glActiveTextureARB"); |
| } else { |
| WARN("Multi-texturing is unsupported in the local OpenGL implementation\n"); |
| } |
| |
| /* Disable some fancy graphics effects */ |
| glDisable(GL_LIGHTING); |
| checkGLcall("glDisable GL_LIGHTING"); |
| glDisable(GL_DEPTH_TEST); |
| checkGLcall("glDisable GL_DEPTH_TEST"); |
| glDisable(GL_FOG); |
| checkGLcall("glDisable GL_FOG"); |
| glDisable(GL_BLEND); |
| checkGLcall("glDisable GL_BLEND"); |
| glDisable(GL_CULL_FACE); |
| checkGLcall("glDisable GL_CULL_FACE"); |
| glDisable(GL_STENCIL_TEST); |
| checkGLcall("glDisable GL_STENCIL_TEST"); |
| |
| /* Ok, we need 2d textures, but not 1D or 3D */ |
| glDisable(GL_TEXTURE_1D); |
| checkGLcall("glDisable GL_TEXTURE_1D"); |
| glEnable(GL_TEXTURE_2D); |
| checkGLcall("glEnable GL_TEXTURE_2D"); |
| glDisable(GL_TEXTURE_3D); |
| checkGLcall("glDisable GL_TEXTURE_3D"); |
| |
| /* Bind the texture */ |
| glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName); |
| checkGLcall("glBindTexture"); |
| |
| glEnable(GL_SCISSOR_TEST); |
| |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| |
| /* No filtering for blts */ |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, |
| GL_NEAREST); |
| checkGLcall("glTexParameteri"); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, |
| GL_NEAREST); |
| checkGLcall("glTexParameteri"); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| checkGLcall("glTexEnvi"); |
| |
| /* This is for color keying */ |
| if(Flags & DDBLT_KEYSRC) { |
| glEnable(GL_ALPHA_TEST); |
| checkGLcall("glEnable GL_ALPHA_TEST"); |
| glAlphaFunc(GL_NOTEQUAL, 0.0); |
| checkGLcall("glAlphaFunc\n"); |
| } else { |
| glDisable(GL_ALPHA_TEST); |
| checkGLcall("glDisable GL_ALPHA_TEST"); |
| } |
| |
| /* Draw a textured quad |
| */ |
| d3ddevice_set_ortho(This->resource.wineD3DDevice); |
| |
| glBegin(GL_QUADS); |
| |
| glColor3d(1.0f, 1.0f, 1.0f); |
| glTexCoord2f(glTexCoord[0], glTexCoord[2]); |
| glVertex3f(rect.x1, |
| rect.y1, |
| 0.0); |
| |
| glTexCoord2f(glTexCoord[0], glTexCoord[3]); |
| glVertex3f(rect.x1, rect.y2, 0.0); |
| |
| glTexCoord2f(glTexCoord[1], glTexCoord[3]); |
| glVertex3f(rect.x2, |
| rect.y2, |
| 0.0); |
| |
| glTexCoord2f(glTexCoord[1], glTexCoord[2]); |
| glVertex3f(rect.x2, |
| rect.y1, |
| 0.0); |
| glEnd(); |
| checkGLcall("glEnd"); |
| |
| /* Unbind the texture */ |
| glBindTexture(GL_TEXTURE_2D, 0); |
| checkGLcall("glEnable glBindTexture"); |
| |
| /* Restore the old settings */ |
| if(oldLight) { |
| glEnable(GL_LIGHTING); |
| checkGLcall("glEnable GL_LIGHTING"); |
| } |
| if(oldFog) { |
| glEnable(GL_FOG); |
| checkGLcall("glEnable GL_FOG"); |
| } |
| if(oldDepth) { |
| glEnable(GL_DEPTH_TEST); |
| checkGLcall("glEnable GL_DEPTH_TEST"); |
| } |
| if(oldBlend) { |
| glEnable(GL_BLEND); |
| checkGLcall("glEnable GL_BLEND"); |
| } |
| if(oldCull) { |
| glEnable(GL_CULL_FACE); |
| checkGLcall("glEnable GL_CULL_FACE"); |
| } |
| if(oldStencil) { |
| glEnable(GL_STENCIL_TEST); |
| checkGLcall("glEnable GL_STENCIL_TEST"); |
| } |
| if(!oldAlpha) { |
| glDisable(GL_ALPHA_TEST); |
| checkGLcall("glDisable GL_ALPHA_TEST"); |
| } else { |
| glEnable(GL_ALPHA_TEST); |
| checkGLcall("glEnable GL_ALPHA_TEST"); |
| } |
| |
| glAlphaFunc(alphafunc, alpharef); |
| checkGLcall("glAlphaFunc\n"); |
| |
| if(This == (IWineD3DSurfaceImpl *) swapchain->frontBuffer && oldDraw == GL_BACK) { |
| glDrawBuffer(oldDraw); |
| } |
| |
| /* Restore the color key */ |
| if(oldCKey != Src->CKeyFlags) { |
| Src->CKeyFlags = oldCKey; |
| Src->Flags |= SFLAG_DIRTY; |
| } |
| |
| LEAVE_GL(); |
| |
| /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */ |
| This->Flags |= SFLAG_GLDIRTY; |
| |
| return WINED3D_OK; |
| } |
| |
| |
| /* Blt from rendertarget to texture? */ |
| if( (SrcSurface == swapchain->frontBuffer) || |
| (swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0]) ) { |
| if( ( (IWineD3DSurface *) This != swapchain->frontBuffer) && |
| ( swapchain->backBuffer && (IWineD3DSurface *) This != swapchain->backBuffer[0]) ) { |
| UINT row; |
| D3DRECT srect; |
| float xrel, yrel; |
| |
| TRACE("Blt from rendertarget to texture\n"); |
| |
| /* Call preload for the surface to make sure it isn't dirty */ |
| IWineD3DSurface_PreLoad((IWineD3DSurface *) This); |
| |
| if(SrcRect) { |
| srect.x1 = SrcRect->left; |
| srect.y1 = SrcRect->top; |
| srect.x2 = SrcRect->right; |
| srect.y2 = SrcRect->bottom; |
| } else { |
| srect.x1 = 0; |
| srect.y1 = 0; |
| srect.x2 = Src->currentDesc.Width; |
| srect.y2 = Src->currentDesc.Height; |
| } |
| |
| ENTER_GL(); |
| |
| /* Bind the target texture */ |
| glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName); |
| checkGLcall("glBindTexture"); |
| if(swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0]) { |
| glReadBuffer(GL_BACK); |
| } else { |
| glReadBuffer(GL_FRONT); |
| } |
| checkGLcall("glReadBuffer"); |
| |
| xrel = (float) (srect.x2 - srect.x1) / (float) (rect.x2 - rect.x1); |
| yrel = (float) (srect.y2 - srect.y1) / (float) (rect.y2 - rect.y1); |
| |
| /* I have to process this row by row to swap the image, |
| * otherwise it would be upside down, so streching in y direction |
| * doesn't cost extra time |
| * |
| * However, streching in x direction can be avoided if not necessary |
| */ |
| for(row = rect.y1; row < rect.y2; row++) { |
| if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) { |
| /* Well, that stuff works, but it's very slow. |
| * find a better way instead |
| */ |
| UINT col; |
| for(col = rect.x1; col < rect.x2; col++) { |
| glCopyTexSubImage2D(GL_TEXTURE_2D, |
| 0, /* level */ |
| rect.x1 + col, This->currentDesc.Height - row - 1, /* xoffset, yoffset */ |
| srect.x1 + col * xrel, Src->currentDesc.Height - srect.y2 + row * yrel, |
| 1, 1); |
| } |
| } else { |
| glCopyTexSubImage2D(GL_TEXTURE_2D, |
| 0, /* level */ |
| rect.x1, This->currentDesc.Height - row - 1, /* xoffset, yoffset */ |
| srect.x1, Src->currentDesc.Height - srect.y2 + row * yrel, |
| rect.x2, 1); |
| } |
| } |
| |
| vcheckGLcall("glCopyTexSubImage2D"); |
| LEAVE_GL(); |
| |
| if(!(This->Flags & SFLAG_DONOTFREE)) { |
| HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory); |
| This->resource.allocatedMemory = NULL; |
| } else { |
| This->Flags |= SFLAG_GLDIRTY; |
| } |
| |
| return WINED3D_OK; |
| } |
| } |
| } |
| |
| if (Flags & DDBLT_COLORFILL) { |
| /* This is easy to handle for the D3D Device... */ |
| DWORD color; |
| IWineD3DSwapChainImpl *implSwapChain; |
| |
| TRACE("Colorfill\n"); |
| |
| /* The color as given in the Blt function is in the format of the frame-buffer... |
| * 'clear' expect it in ARGB format => we need to do some conversion :-) |
| */ |
| if (This->resource.format == WINED3DFMT_P8) { |
| if (This->palette) { |
| color = ((0xFF000000) | |
| (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) | |
| (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) | |
| (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue)); |
| } else { |
| color = 0xFF000000; |
| } |
| } |
| else if (This->resource.format == WINED3DFMT_R5G6B5) { |
| if (DDBltFx->u5.dwFillColor == 0xFFFF) { |
| color = 0xFFFFFFFF; |
| } else { |
| color = ((0xFF000000) | |
| ((DDBltFx->u5.dwFillColor & 0xF800) << 8) | |
| ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) | |
| ((DDBltFx->u5.dwFillColor & 0x001F) << 3)); |
| } |
| } |
| else if ((This->resource.format == WINED3DFMT_R8G8B8) || |
| (This->resource.format == WINED3DFMT_X8R8G8B8) ) { |
| color = 0xFF000000 | DDBltFx->u5.dwFillColor; |
| } |
| else if (This->resource.format == WINED3DFMT_A8R8G8B8) { |
| color = DDBltFx->u5.dwFillColor; |
| } |
| else { |
| ERR("Wrong surface type for BLT override(Format doesn't match) !\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice); |
| IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain); |
| IWineD3DSwapChain_Release( (IWineD3DSwapChain *) implSwapChain ); |
| if(implSwapChain->backBuffer && This == (IWineD3DSurfaceImpl*) implSwapChain->backBuffer[0]) { |
| glDrawBuffer(GL_BACK); |
| checkGLcall("glDrawBuffer(GL_BACK)"); |
| } |
| else if (This == (IWineD3DSurfaceImpl*) implSwapChain->frontBuffer) { |
| glDrawBuffer(GL_FRONT); |
| checkGLcall("glDrawBuffer(GL_FRONT)"); |
| } |
| else { |
| ERR("Wrong surface type for BLT override(not on swapchain) !\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| TRACE("(%p) executing Render Target override, color = %lx\n", This, color); |
| |
| IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice, |
| 1 /* Number of rectangles */, |
| &rect, |
| D3DCLEAR_TARGET, |
| color, |
| 0.0 /* Z */, |
| 0 /* Stencil */); |
| |
| /* Restore the original draw buffer */ |
| if(implSwapChain->backBuffer && implSwapChain->backBuffer[0]) { |
| glDrawBuffer(GL_BACK); |
| vcheckGLcall("glDrawBuffer"); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| /* Default: Fall back to the generic blt */ |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface; |
| TRACE("(%p)->(%p,%p,%p,%lx,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx); |
| TRACE("(%p): Usage is %08lx\n", This, This->resource.usage); |
| |
| /* Special cases for RenderTargets */ |
| if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) || |
| ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) { |
| if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) return WINED3D_OK; |
| } |
| |
| /* For the rest call the X11 surface implementation. |
| * For RenderTargets this should be implemented OpenGL accelerated in BltOverride, |
| * other Blts are rather rare |
| */ |
| return IWineGDISurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx); |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| TRACE("(%p)->(%lx)\n", This, Flags); |
| |
| switch (Flags) |
| { |
| case DDGBS_CANBLT: |
| case DDGBS_ISBLTDONE: |
| return DD_OK; |
| |
| default: |
| return DDERR_INVALIDPARAMS; |
| } |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags) { |
| /* XXX: DDERR_INVALIDSURFACETYPE */ |
| |
| TRACE("(%p)->(%08lx)\n",iface,Flags); |
| switch (Flags) { |
| case DDGFS_CANFLIP: |
| case DDGFS_ISFLIPDONE: |
| return DD_OK; |
| |
| default: |
| return DDERR_INVALIDPARAMS; |
| } |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| TRACE("(%p)\n", This); |
| |
| return This->Flags & SFLAG_LOST ? DDERR_SURFACELOST : WINED3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| TRACE("(%p)\n", This); |
| |
| /* So far we don't lose anything :) */ |
| This->Flags &= ~SFLAG_LOST; |
| return WINED3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source; |
| TRACE("(%p)->(%ld, %ld, %p, %p, %08lx\n", iface, dstx, dsty, Source, rsrc, trans); |
| |
| /* Special cases for RenderTargets */ |
| if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) || |
| ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) { |
| |
| RECT SrcRect, DstRect; |
| |
| if(rsrc) { |
| SrcRect.left = rsrc->left; |
| SrcRect.top= rsrc->top; |
| SrcRect.bottom = rsrc->bottom; |
| SrcRect.right = rsrc->right; |
| } else { |
| SrcRect.left = 0; |
| SrcRect.top = 0; |
| SrcRect.right = srcImpl->currentDesc.Width; |
| SrcRect.bottom = srcImpl->currentDesc.Height; |
| } |
| |
| DstRect.left = dstx; |
| DstRect.top=dsty; |
| DstRect.right = dstx + SrcRect.right - SrcRect.left; |
| DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top; |
| |
| if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, 0, NULL) == WINED3D_OK) return WINED3D_OK; |
| } |
| |
| |
| return IWineGDISurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans); |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| TRACE("(%p)->(%p)\n", This, Pal); |
| |
| *Pal = (IWineD3DPalette *) This->palette; |
| return DD_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| RGBQUAD col[256]; |
| IWineD3DPaletteImpl *pal = This->palette; |
| unsigned int n; |
| TRACE("(%p)\n", This); |
| |
| if(This->resource.format == WINED3DFMT_P8 || |
| This->resource.format == WINED3DFMT_A8P8) |
| { |
| TRACE("Dirtifying surface\n"); |
| This->Flags |= SFLAG_DIRTY; |
| } |
| |
| if(This->Flags & SFLAG_DIBSECTION) { |
| TRACE("(%p): Updating the hdc's palette\n", This); |
| for (n=0; n<256; n++) { |
| if(pal) { |
| col[n].rgbRed = pal->palents[n].peRed; |
| col[n].rgbGreen = pal->palents[n].peGreen; |
| col[n].rgbBlue = pal->palents[n].peBlue; |
| } else { |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| /* Use the default device palette */ |
| col[n].rgbRed = device->palettes[device->currentPalette][n].peRed; |
| col[n].rgbGreen = device->palettes[device->currentPalette][n].peGreen; |
| col[n].rgbBlue = device->palettes[device->currentPalette][n].peBlue; |
| } |
| col[n].rgbReserved = 0; |
| } |
| SetDIBColorTable(This->hDC, 0, 256, col); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| IWineD3DPaletteImpl *PalImpl = (IWineD3DPaletteImpl *) Pal; |
| TRACE("(%p)->(%p)\n", This, Pal); |
| |
| if(This->palette != NULL) |
| if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) |
| This->palette->Flags &= ~DDPCAPS_PRIMARYSURFACE; |
| |
| if(PalImpl != NULL) { |
| if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) { |
| /* Set the device's main palette if the palette |
| * wasn't a primary palette before |
| */ |
| if(!(PalImpl->Flags & DDPCAPS_PRIMARYSURFACE)) { |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| unsigned int i; |
| |
| for(i=0; i < 256; i++) { |
| device->palettes[device->currentPalette][i] = PalImpl->palents[i]; |
| } |
| } |
| |
| (PalImpl)->Flags |= DDPCAPS_PRIMARYSURFACE; |
| } |
| } |
| This->palette = PalImpl; |
| |
| return IWineD3DSurface_RealizePalette(iface); |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| BOOL dirtify = FALSE; |
| TRACE("(%p)->(%08lx,%p)\n", This, Flags, CKey); |
| |
| if ((Flags & DDCKEY_COLORSPACE) != 0) { |
| FIXME(" colorkey value not supported (%08lx) !\n", Flags); |
| return DDERR_INVALIDPARAMS; |
| } |
| |
| /* Dirtify the surface, but only if a key was changed */ |
| if(CKey) { |
| switch (Flags & ~DDCKEY_COLORSPACE) { |
| case DDCKEY_DESTBLT: |
| if(!(This->CKeyFlags & DDSD_CKDESTBLT)) { |
| dirtify = TRUE; |
| } else { |
| dirtify = memcmp(&This->DestBltCKey, CKey, sizeof(*CKey) ) != 0; |
| } |
| This->DestBltCKey = *CKey; |
| This->CKeyFlags |= DDSD_CKDESTBLT; |
| break; |
| |
| case DDCKEY_DESTOVERLAY: |
| if(!(This->CKeyFlags & DDSD_CKDESTOVERLAY)) { |
| dirtify = TRUE; |
| } else { |
| dirtify = memcmp(&This->DestOverlayCKey, CKey, sizeof(*CKey)) != 0; |
| } |
| This->DestOverlayCKey = *CKey; |
| This->CKeyFlags |= DDSD_CKDESTOVERLAY; |
| break; |
| |
| case DDCKEY_SRCOVERLAY: |
| if(!(This->CKeyFlags & DDSD_CKSRCOVERLAY)) { |
| dirtify = TRUE; |
| } else { |
| dirtify = memcmp(&This->SrcOverlayCKey, CKey, sizeof(*CKey)) != 0; |
| } |
| This->SrcOverlayCKey = *CKey; |
| This->CKeyFlags |= DDSD_CKSRCOVERLAY; |
| break; |
| |
| case DDCKEY_SRCBLT: |
| if(!(This->CKeyFlags & DDSD_CKSRCBLT)) { |
| dirtify = TRUE; |
| } else { |
| dirtify = memcmp(&This->SrcBltCKey, CKey, sizeof(*CKey)) != 0; |
| } |
| This->SrcBltCKey = *CKey; |
| This->CKeyFlags |= DDSD_CKSRCBLT; |
| break; |
| } |
| } |
| else { |
| switch (Flags & ~DDCKEY_COLORSPACE) { |
| case DDCKEY_DESTBLT: |
| dirtify = This->CKeyFlags & DDSD_CKDESTBLT; |
| This->CKeyFlags &= ~DDSD_CKDESTBLT; |
| break; |
| |
| case DDCKEY_DESTOVERLAY: |
| dirtify = This->CKeyFlags & DDSD_CKDESTOVERLAY; |
| This->CKeyFlags &= ~DDSD_CKDESTOVERLAY; |
| break; |
| |
| case DDCKEY_SRCOVERLAY: |
| dirtify = This->CKeyFlags & DDSD_CKSRCOVERLAY; |
| This->CKeyFlags &= ~DDSD_CKSRCOVERLAY; |
| break; |
| |
| case DDCKEY_SRCBLT: |
| dirtify = This->CKeyFlags & DDSD_CKSRCBLT; |
| This->CKeyFlags &= ~DDSD_CKSRCBLT; |
| break; |
| } |
| } |
| |
| if(dirtify) { |
| TRACE("Color key changed, dirtifying surface\n"); |
| This->Flags |= SFLAG_DIRTY; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) { |
| /** Check against the maximum texture sizes supported by the video card **/ |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| |
| TRACE("%p\n", This); |
| if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) { |
| /* one of three options |
| 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow) |
| 2: Set the texture to the maxium size (bad idea) |
| 3: WARN and return WINED3DERR_NOTAVAILABLE; |
| 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target. |
| */ |
| WARN("(%p) Creating an oversized surface\n", This); |
| This->Flags |= SFLAG_OVERSIZE; |
| |
| /* This will be initialized on the first blt */ |
| This->glRect.left = 0; |
| This->glRect.top = 0; |
| This->glRect.right = 0; |
| This->glRect.bottom = 0; |
| } else { |
| /* No oversize, gl rect is the full texture size */ |
| This->Flags &= ~SFLAG_OVERSIZE; |
| This->glRect.left = 0; |
| This->glRect.top = 0; |
| This->glRect.right = This->pow2Width; |
| This->glRect.bottom = This->pow2Height; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| DWORD ret; |
| TRACE("(%p)\n", This); |
| |
| /* DXTn formats don't have exact pitches as they are to the new row of blocks, |
| where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt2/3/4/5) |
| ie pitch = (width/4) * bytes per block */ |
| if (This->resource.format == WINED3DFMT_DXT1) /* DXT1 is 8 bytes per block */ |
| ret = (This->currentDesc.Width >> 2) << 3; |
| else if (This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 || |
| This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5) /* DXT2/3/4/5 is 16 bytes per block */ |
| ret = (This->currentDesc.Width >> 2) << 4; |
| else { |
| if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET) { |
| /* Front and back buffers are always lockes/unlocked on currentDesc.Width */ |
| ret = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */ |
| } else { |
| ret = This->bytesPerPixel * This->pow2Width; |
| } |
| } |
| TRACE("(%p) Returning %ld\n", This, ret); |
| return ret; |
| } |
| |
| const 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_GetContainerParent, |
| IWineD3DSurfaceImpl_GetContainer, |
| IWineD3DSurfaceImpl_GetDesc, |
| IWineD3DSurfaceImpl_LockRect, |
| IWineD3DSurfaceImpl_UnlockRect, |
| IWineD3DSurfaceImpl_GetDC, |
| IWineD3DSurfaceImpl_ReleaseDC, |
| IWineD3DSurfaceImpl_Flip, |
| IWineD3DSurfaceImpl_Blt, |
| IWineD3DSurfaceImpl_GetBltStatus, |
| IWineD3DSurfaceImpl_GetFlipStatus, |
| IWineD3DSurfaceImpl_IsLost, |
| IWineD3DSurfaceImpl_Restore, |
| IWineD3DSurfaceImpl_BltFast, |
| IWineD3DSurfaceImpl_GetPalette, |
| IWineD3DSurfaceImpl_SetPalette, |
| IWineD3DSurfaceImpl_RealizePalette, |
| IWineD3DSurfaceImpl_SetColorKey, |
| IWineD3DSurfaceImpl_GetPitch, |
| /* Internal use: */ |
| IWineD3DSurfaceImpl_CleanDirtyRect, |
| IWineD3DSurfaceImpl_AddDirtyRect, |
| IWineD3DSurfaceImpl_LoadTexture, |
| IWineD3DSurfaceImpl_SaveSnapshot, |
| IWineD3DSurfaceImpl_SetContainer, |
| IWineD3DSurfaceImpl_SetPBufferState, |
| IWineD3DSurfaceImpl_SetGlTextureDesc, |
| IWineD3DSurfaceImpl_GetGlDesc, |
| IWineD3DSurfaceImpl_GetData, |
| IWineD3DSurfaceImpl_SetFormat, |
| IWineD3DSurfaceImpl_PrivateSetup |
| }; |