| /* |
| * 2D Surface implementation without OpenGL |
| * |
| * Copyright 1997-2000 Marcus Meissner |
| * Copyright 1998-2000 Lionel Ulmer |
| * Copyright 2000-2001 TransGaming Technologies Inc. |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2003 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2006-2008 Stefan Dösinger |
| * |
| * 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" |
| |
| #include <stdio.h> |
| |
| /* Use the d3d_surface debug channel to have one channel for all surfaces */ |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); |
| |
| void surface_gdi_cleanup(IWineD3DSurfaceImpl *This) |
| { |
| TRACE("(%p) : Cleaning up.\n", This); |
| |
| 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; |
| } |
| |
| if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL); |
| if (This->overlay_dest) list_remove(&This->overlay_entry); |
| |
| HeapFree(GetProcessHeap(), 0, This->palette9); |
| |
| resource_cleanup((IWineD3DResource *)This); |
| } |
| |
| /***************************************************************************** |
| * IWineD3DSurface::Release, GDI version |
| * |
| * In general a normal COM Release method, but the GDI version doesn't have |
| * to destroy all the GL things. |
| * |
| *****************************************************************************/ |
| static ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| ULONG ref = InterlockedDecrement(&This->resource.ref); |
| TRACE("(%p) : Releasing from %d\n", This, ref + 1); |
| |
| if (!ref) |
| { |
| surface_gdi_cleanup(This); |
| |
| TRACE("(%p) Released.\n", This); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| |
| return ref; |
| } |
| |
| /***************************************************************************** |
| * IWineD3DSurface::PreLoad, GDI version |
| * |
| * This call is unsupported on GDI surfaces, if it's called something went |
| * wrong in the parent library. Write an informative warning |
| * |
| *****************************************************************************/ |
| static void WINAPI |
| IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface) |
| { |
| ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface); |
| ERR("(%p): Most likely the parent library did something wrong.\n", iface); |
| ERR("(%p): Please report to wine-devel\n", iface); |
| } |
| |
| /***************************************************************************** |
| * IWineD3DSurface::UnLoad, GDI version |
| * |
| * This call is unsupported on GDI surfaces, if it's called something went |
| * wrong in the parent library. Write an informative warning. |
| * |
| *****************************************************************************/ |
| static void WINAPI IWineGDISurfaceImpl_UnLoad(IWineD3DSurface *iface) |
| { |
| ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface); |
| ERR("(%p): Most likely the parent library did something wrong.\n", iface); |
| ERR("(%p): Please report to wine-devel\n", iface); |
| } |
| |
| /***************************************************************************** |
| * IWineD3DSurface::LockRect, GDI version |
| * |
| * Locks the surface and returns a pointer to the surface memory |
| * |
| * Params: |
| * pLockedRect: Address to return the locking info at |
| * pRect: Rectangle to lock |
| * Flags: Some flags |
| * |
| * Returns: |
| * WINED3D_OK on success |
| * WINED3DERR_INVALIDCALL on errors |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI |
| IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface, |
| WINED3DLOCKED_RECT* pLockedRect, |
| CONST RECT* pRect, |
| DWORD Flags) |
| { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| /* Already locked? */ |
| if(This->Flags & SFLAG_LOCKED) |
| { |
| WARN("(%p) Surface already locked\n", This); |
| /* What should I return here? */ |
| return WINED3DERR_INVALIDCALL; |
| } |
| This->Flags |= SFLAG_LOCKED; |
| |
| if(!This->resource.allocatedMemory) { |
| /* This happens on gdi surfaces if the application set a user pointer and resets it. |
| * Recreate the DIB section |
| */ |
| IWineD3DBaseSurfaceImpl_CreateDIBSection(iface); |
| This->resource.allocatedMemory = This->dib.bitmap_data; |
| } |
| |
| return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags); |
| } |
| |
| /***************************************************************************** |
| * IWineD3DSurface::UnlockRect, GDI version |
| * |
| * Unlocks a surface. This implementation doesn't do much, except updating |
| * the window if the front buffer is unlocked |
| * |
| * Returns: |
| * WINED3D_OK on success |
| * WINED3DERR_INVALIDCALL on failure |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI |
| IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface *iface) |
| { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| IWineD3DSwapChainImpl *swapchain = NULL; |
| TRACE("(%p)\n", This); |
| |
| if (!(This->Flags & SFLAG_LOCKED)) |
| { |
| WARN("trying to Unlock an unlocked surf@%p\n", This); |
| return WINEDDERR_NOTLOCKED; |
| } |
| |
| /* Tell the swapchain to update the screen */ |
| if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) |
| { |
| if (This == swapchain->front_buffer) |
| { |
| x11_copy_to_screen(swapchain, &This->lockedRect); |
| } |
| IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain); |
| } |
| |
| This->Flags &= ~SFLAG_LOCKED; |
| memset(&This->lockedRect, 0, sizeof(RECT)); |
| return WINED3D_OK; |
| } |
| |
| /***************************************************************************** |
| * IWineD3DSurface::Flip, GDI version |
| * |
| * Flips 2 flipping enabled surfaces. Determining the 2 targets is done by |
| * the parent library. This implementation changes the data pointers of the |
| * surfaces and copies the new front buffer content to the screen |
| * |
| * Params: |
| * override: Flipping target(e.g. back buffer) |
| * |
| * Returns: |
| * WINED3D_OK on success |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI |
| IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface, |
| IWineD3DSurface *override, |
| DWORD Flags) |
| { |
| IWineD3DSwapChainImpl *swapchain = NULL; |
| HRESULT hr; |
| |
| if(FAILED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) |
| { |
| ERR("Flipped surface is not on a swapchain\n"); |
| return WINEDDERR_NOTFLIPPABLE; |
| } |
| |
| hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain, |
| NULL, NULL, swapchain->win_handle, NULL, 0); |
| IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain); |
| return hr; |
| } |
| |
| /***************************************************************************** |
| * IWineD3DSurface::LoadTexture, GDI version |
| * |
| * This is mutually unsupported by GDI surfaces |
| * |
| * Returns: |
| * D3DERR_INVALIDCALL |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI |
| IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) |
| { |
| ERR("Unsupported on X11 surfaces\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| WINED3DLOCKED_RECT lock; |
| HRESULT hr; |
| RGBQUAD col[256]; |
| |
| TRACE("(%p)->(%p)\n",This,pHDC); |
| |
| if(!(This->Flags & SFLAG_DIBSECTION)) |
| { |
| WARN("DC not supported on this surface\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if(This->Flags & SFLAG_USERPTR) { |
| ERR("Not supported on surfaces with an application-provided surfaces\n"); |
| return WINEDDERR_NODC; |
| } |
| |
| /* Give more detailed info for ddraw */ |
| if (This->Flags & SFLAG_DCINUSE) |
| return WINEDDERR_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 */ |
| |
| /* Should have a DIB section already */ |
| |
| /* Lock the surface */ |
| hr = IWineD3DSurface_LockRect(iface, |
| &lock, |
| NULL, |
| 0); |
| if(FAILED(hr)) { |
| ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr); |
| /* keep the dib section */ |
| return hr; |
| } |
| |
| if (This->resource.format_desc->format == WINED3DFMT_P8_UINT |
| || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM) |
| { |
| unsigned int n; |
| const PALETTEENTRY *pal = NULL; |
| |
| if(This->palette) { |
| pal = This->palette->palents; |
| } else { |
| IWineD3DSurfaceImpl *dds_primary; |
| IWineD3DSwapChainImpl *swapchain; |
| swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0]; |
| dds_primary = swapchain->front_buffer; |
| if (dds_primary && dds_primary->palette) |
| pal = dds_primary->palette->palents; |
| } |
| |
| if (pal) { |
| for (n=0; n<256; n++) { |
| col[n].rgbRed = pal[n].peRed; |
| col[n].rgbGreen = pal[n].peGreen; |
| col[n].rgbBlue = pal[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; |
| } |
| |
| static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| TRACE("(%p)->(%p)\n",This,hDC); |
| |
| if (!(This->Flags & SFLAG_DCINUSE)) |
| return WINEDDERR_NODC; |
| |
| if (This->hDC !=hDC) { |
| WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC); |
| return WINEDDERR_NODC; |
| } |
| |
| /* we locked first, so unlock now */ |
| IWineD3DSurface_UnlockRect(iface); |
| |
| This->Flags &= ~SFLAG_DCINUSE; |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| RGBQUAD col[256]; |
| IWineD3DPaletteImpl *pal = This->palette; |
| unsigned int n; |
| IWineD3DSwapChainImpl *swapchain; |
| TRACE("(%p)\n", This); |
| |
| if (!pal) return WINED3D_OK; |
| |
| if(This->Flags & SFLAG_DIBSECTION) { |
| TRACE("(%p): Updating the hdc's palette\n", This); |
| for (n=0; n<256; n++) { |
| col[n].rgbRed = pal->palents[n].peRed; |
| col[n].rgbGreen = pal->palents[n].peGreen; |
| col[n].rgbBlue = pal->palents[n].peBlue; |
| col[n].rgbReserved = 0; |
| } |
| SetDIBColorTable(This->hDC, 0, 256, col); |
| } |
| |
| /* Update the image because of the palette change. Some games like e.g Red Alert |
| call SetEntries a lot to implement fading. */ |
| /* Tell the swapchain to update the screen */ |
| if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) |
| { |
| if (This == swapchain->front_buffer) |
| { |
| x11_copy_to_screen(swapchain, NULL); |
| } |
| IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| /***************************************************************************** |
| * IWineD3DSurface::PrivateSetup, GDI version |
| * |
| * Initializes the GDI surface, aka creates the DIB section we render to |
| * The DIB section creation is done by calling GetDC, which will create the |
| * section and releasing the dc to allow the app to use it. The dib section |
| * will stay until the surface is released |
| * |
| * GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes |
| * are set to the real sizes to save memory. The NONPOW2 flag is unset to |
| * avoid confusion in the shared surface code. |
| * |
| * Returns: |
| * WINED3D_OK on success |
| * The return values of called methods on failure |
| * |
| *****************************************************************************/ |
| static HRESULT WINAPI |
| IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface) |
| { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| HRESULT hr; |
| |
| if(This->resource.usage & WINED3DUSAGE_OVERLAY) |
| { |
| ERR("(%p) Overlays not yet supported by GDI surfaces\n", This); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Sysmem textures have memory already allocated - |
| * release it, this avoids an unnecessary memcpy |
| */ |
| hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface); |
| if(SUCCEEDED(hr)) |
| { |
| HeapFree(GetProcessHeap(), 0, This->resource.heapMemory); |
| This->resource.heapMemory = NULL; |
| This->resource.allocatedMemory = This->dib.bitmap_data; |
| } |
| |
| /* We don't mind the nonpow2 stuff in GDI */ |
| This->pow2Width = This->currentDesc.Width; |
| This->pow2Height = This->currentDesc.Height; |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; |
| |
| /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */ |
| if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) { |
| ERR("Not supported on render targets\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) { |
| WARN("Surface is locked or the HDC is in use\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if(Mem && Mem != This->resource.allocatedMemory) { |
| void *release = NULL; |
| |
| /* Do I have to copy the old surface content? */ |
| if(This->Flags & SFLAG_DIBSECTION) { |
| /* Release the DC. No need to hold the critical section for the update |
| * Thread because this thread runs only on front buffers, but this method |
| * fails for render targets in the check above. |
| */ |
| SelectObject(This->hDC, This->dib.holdbitmap); |
| DeleteDC(This->hDC); |
| /* Release the DIB section */ |
| DeleteObject(This->dib.DIBsection); |
| This->dib.bitmap_data = NULL; |
| This->resource.allocatedMemory = NULL; |
| This->hDC = NULL; |
| This->Flags &= ~SFLAG_DIBSECTION; |
| } else if(!(This->Flags & SFLAG_USERPTR)) { |
| release = This->resource.allocatedMemory; |
| } |
| This->resource.allocatedMemory = Mem; |
| This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM; |
| |
| /* Now free the old memory if any */ |
| HeapFree(GetProcessHeap(), 0, release); |
| } else if(This->Flags & SFLAG_USERPTR) { |
| /* LockRect and GetDC will re-create the dib section and allocated memory */ |
| This->resource.allocatedMemory = NULL; |
| This->Flags &= ~SFLAG_USERPTR; |
| } |
| return WINED3D_OK; |
| } |
| |
| /*************************** |
| * |
| ***************************/ |
| static void WINAPI IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) { |
| TRACE("(%p)->(%s, %s)\n", iface, |
| flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE", |
| persistent ? "TRUE" : "FALSE"); |
| /* GDI surfaces can be in system memory only */ |
| if(flag != SFLAG_INSYSMEM) { |
| ERR("GDI Surface requested in gl %s memory\n", flag == SFLAG_INDRAWABLE ? "drawable" : "texture"); |
| } |
| } |
| |
| static HRESULT WINAPI IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) { |
| if(flag != SFLAG_INSYSMEM) { |
| ERR("GDI Surface requested to be copied to gl %s\n", flag == SFLAG_INTEXTURE ? "texture" : "drawable"); |
| } else { |
| TRACE("Surface requested in surface memory\n"); |
| } |
| return WINED3D_OK; |
| } |
| |
| static WINED3DSURFTYPE WINAPI IWineGDISurfaceImpl_GetImplType(IWineD3DSurface *iface) { |
| return SURFACE_GDI; |
| } |
| |
| static HRESULT WINAPI IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface *iface) { |
| FIXME("GDI surfaces can't draw overlays yet\n"); |
| return E_FAIL; |
| } |
| |
| /* FIXME: This vtable should not use any IWineD3DSurface* implementation functions, |
| * only IWineD3DBaseSurface and IWineGDISurface ones. |
| */ |
| const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl = |
| { |
| /* IUnknown */ |
| IWineD3DBaseSurfaceImpl_QueryInterface, |
| IWineD3DBaseSurfaceImpl_AddRef, |
| IWineGDISurfaceImpl_Release, |
| /* IWineD3DResource */ |
| IWineD3DBaseSurfaceImpl_GetParent, |
| IWineD3DBaseSurfaceImpl_SetPrivateData, |
| IWineD3DBaseSurfaceImpl_GetPrivateData, |
| IWineD3DBaseSurfaceImpl_FreePrivateData, |
| IWineD3DBaseSurfaceImpl_SetPriority, |
| IWineD3DBaseSurfaceImpl_GetPriority, |
| IWineGDISurfaceImpl_PreLoad, |
| IWineGDISurfaceImpl_UnLoad, |
| IWineD3DBaseSurfaceImpl_GetType, |
| /* IWineD3DSurface */ |
| IWineD3DBaseSurfaceImpl_GetContainer, |
| IWineD3DBaseSurfaceImpl_GetDesc, |
| IWineGDISurfaceImpl_LockRect, |
| IWineGDISurfaceImpl_UnlockRect, |
| IWineGDISurfaceImpl_GetDC, |
| IWineGDISurfaceImpl_ReleaseDC, |
| IWineGDISurfaceImpl_Flip, |
| IWineD3DBaseSurfaceImpl_Blt, |
| IWineD3DBaseSurfaceImpl_GetBltStatus, |
| IWineD3DBaseSurfaceImpl_GetFlipStatus, |
| IWineD3DBaseSurfaceImpl_IsLost, |
| IWineD3DBaseSurfaceImpl_Restore, |
| IWineD3DBaseSurfaceImpl_BltFast, |
| IWineD3DBaseSurfaceImpl_GetPalette, |
| IWineD3DBaseSurfaceImpl_SetPalette, |
| IWineGDISurfaceImpl_RealizePalette, |
| IWineD3DBaseSurfaceImpl_SetColorKey, |
| IWineD3DBaseSurfaceImpl_GetPitch, |
| IWineGDISurfaceImpl_SetMem, |
| IWineD3DBaseSurfaceImpl_SetOverlayPosition, |
| IWineD3DBaseSurfaceImpl_GetOverlayPosition, |
| IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder, |
| IWineD3DBaseSurfaceImpl_UpdateOverlay, |
| IWineD3DBaseSurfaceImpl_SetClipper, |
| IWineD3DBaseSurfaceImpl_GetClipper, |
| /* Internal use: */ |
| IWineGDISurfaceImpl_LoadTexture, |
| IWineD3DBaseSurfaceImpl_BindTexture, |
| IWineD3DBaseSurfaceImpl_SetContainer, |
| IWineD3DBaseSurfaceImpl_GetData, |
| IWineD3DBaseSurfaceImpl_SetFormat, |
| IWineGDISurfaceImpl_PrivateSetup, |
| IWineGDISurfaceImpl_ModifyLocation, |
| IWineGDISurfaceImpl_LoadLocation, |
| IWineGDISurfaceImpl_GetImplType, |
| IWineGDISurfaceImpl_DrawOverlay |
| }; |