| /* |
| * IWineD3DSurface Implementation |
| * |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2003 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); |
| #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info |
| |
| /* ******************************************* |
| 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 D3D_OK; |
| } |
| 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) { |
| 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(); |
| } |
| IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); |
| |
| 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) == D3D_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 == D3DPOOL_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; |
| } |
| |
| D3DRESOURCETYPE 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_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 { |
| IWineD3DSurface_GetDevice(iface, (IWineD3DDevice **)&container); |
| } |
| |
| 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 D3D_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->Dirty = TRUE; |
| 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 != D3DPOOL_SYSTEMMEM) { |
| FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface); |
| } |
| return (CONST void*)(This->resource.allocatedMemory); |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_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 */ |
| |
| /* fixme: should we really lock as such? */ |
| if (This->inTexture && This->inPBuffer) { |
| FIXME("Warning: Surface is in texture memory or pbuffer\n"); |
| This->inTexture = 0; |
| This->inPBuffer = 0; |
| } |
| |
| if (FALSE == This->lockable) { |
| /* Note: UpdateTextures calls CopyRects which calls this routine to populate the |
| texture regions, and since the destination is an unlockable region we need |
| to tolerate this */ |
| TRACE("Warning: trying to lock unlockable surf@%p\n", This); |
| /*return D3DERR_INVALIDCALL; */ |
| } |
| |
| if (This->resource.usage & D3DUSAGE_RENDERTARGET) { |
| IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain); |
| |
| if (swapchain != NULL || iface == myDevice->renderTarget || iface == myDevice->depthStencilBuffer) { |
| if (swapchain != NULL && iface == swapchain->backBuffer) { |
| 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); |
| } |
| |
| /* 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 */ |
| pLockedRect->Pitch = (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 */ |
| pLockedRect->Pitch = (This->currentDesc.Width >> 2) << 4; |
| else { |
| if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & D3DUSAGE_RENDERTARGET) { |
| /* Front and back buffers are always lockes/unlocked on currentDesc.Width */ |
| pLockedRect->Pitch = This->bytesPerPixel * This->currentDesc.Width; /* Bytes / row */ |
| } else { |
| pLockedRect->Pitch = This->bytesPerPixel * This->pow2Width; |
| } |
| } |
| |
| 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 (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->nonpow2) { |
| TRACE("Locking non-power 2 texture\n"); |
| } |
| |
| if (0 == This->resource.usage || This->resource.usage & D3DUSAGE_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) { /* TODO: check to see if an update has been performed on the surface (an update could just clobber allocatedMemory */ |
| /* Non-system memory surfaces */ |
| |
| /*Surface has no memory currently allocated to it!*/ |
| TRACE("(%p) Locking rect\n" , This); |
| This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->pow2Size); |
| if (0 != This->glDescription.textureName) { |
| /* Now I have to copy thing bits back */ |
| This->activeLock = TRUE; /* 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->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 (D3DUSAGE_RENDERTARGET & This->resource.usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */ |
| |
| 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->activeLock = TRUE; /*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 == myDevice->renderTarget || iface == swapchain->backBuffer) { |
| TRACE("locking back buffer\n"); |
| glReadBuffer(GL_BACK); |
| } else if (iface == swapchain->frontBuffer) { |
| TRACE("locking front\n"); |
| glReadBuffer(GL_FRONT); |
| } 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 (iface == swapchain->backBuffer) { |
| 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 */ |
| long j; |
| #if 0 |
| /* Bizarly it takes 120 millseconds to get an 800x600 region a line at a time, but only 10 to get the whole lot every time, |
| * This is on an ATI9600, and may be format dependent, anyhow this hack makes this demo dx9_2d_demo_game |
| * run ten times faster! |
| * ************************************/ |
| BOOL ati_performance_hack = FALSE; |
| ati_performance_hack = (This->lockedRect.bottom - This->lockedRect.top > 10) || (This->lockedRect.right - This->lockedRect.left > 10)? TRUE: FALSE; |
| #endif |
| if ((This->lockedRect.left == 0 && This->lockedRect.top == 0 && |
| This->lockedRect.right == This->currentDesc.Width |
| && This->lockedRect.bottom == This->currentDesc.Height)) { |
| glReadPixels(0, 0, |
| This->currentDesc.Width, |
| This->currentDesc.Height, |
| This->glDescription.glFormat, |
| This->glDescription.glType, |
| (char *)pLockedRect->pBits); |
| } else if (This->lockedRect.left == 0 && This->lockedRect.right == This->currentDesc.Width) { |
| glReadPixels(0, |
| This->lockedRect.top, |
| This->currentDesc.Width, |
| This->currentDesc.Height, |
| This->glDescription.glFormat, |
| This->glDescription.glType, |
| (char *)pLockedRect->pBits); |
| } else{ |
| |
| for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) { |
| glReadPixels(This->lockedRect.left, |
| This->lockedRect.bottom - j - 1, |
| This->lockedRect.right - This->lockedRect.left, |
| 1, |
| This->glDescription.glFormat, |
| This->glDescription.glType, |
| (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top))); |
| |
| } |
| } |
| vcheckGLcall("glReadPixels"); |
| TRACE("Resetting buffer\n"); |
| glReadBuffer(prev_read); |
| vcheckGLcall("glReadBuffer"); |
| } |
| LEAVE_GL(); |
| |
| } else if (D3DUSAGE_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 & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_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 (D3D_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->Dirty); |
| |
| This->locked = TRUE; |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) { |
| GLint skipBytes = 0; |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice; |
| const char *buffername = ""; |
| IWineD3DSwapChainImpl *swapchain = NULL; |
| |
| if (FALSE == This->locked) { |
| WARN("trying to Unlock an unlocked surf@%p\n", This); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| if (D3DUSAGE_RENDERTARGET & This->resource.usage) { |
| IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain); |
| |
| if ((swapchain != NULL) && iface == swapchain->backBuffer) { |
| 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->Dirty); |
| |
| if (FALSE == This->Dirty) { |
| TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This); |
| goto unlock_end; |
| } |
| |
| if (0 == This->resource.usage) { /* classic surface */ |
| /** |
| * nothing to do |
| * waiting to reload the surface via IDirect3DDevice8::UpdateTexture |
| */ |
| } else if (D3DUSAGE_RENDERTARGET & This->resource.usage) { /* render surfaces */ |
| |
| /**************************** |
| * 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 (iface == implSwapChain->backBuffer || iface == implSwapChain->frontBuffer || iface == myDevice->renderTarget) { |
| GLint prev_store; |
| GLint prev_draw; |
| GLint prev_rasterpos[4]; |
| |
| ENTER_GL(); |
| |
| glFlush(); |
| vcheckGLcall("glFlush"); |
| glGetIntegerv(GL_DRAW_BUFFER, &prev_draw); |
| vcheckGLcall("glIntegerv"); |
| glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store); |
| vcheckGLcall("glIntegerv"); |
| glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]); |
| vcheckGLcall("glIntegerv"); |
| glPixelZoom(1.0, -1.0); |
| vcheckGLcall("glPixelZoom"); |
| |
| /* glDrawPixels transforms the raster position as though it was a vertex - |
| we want to draw at screen position 0,0 - Set up ortho (rhw) mode as |
| per drawprim (and leave set - it will sort itself out due to last_was_rhw */ |
| if ( (!myDevice->last_was_rhw) || (myDevice->viewport_changed) ) { |
| |
| double X, Y, height, width, minZ, maxZ; |
| myDevice->last_was_rhw = TRUE; |
| myDevice->viewport_changed = FALSE; |
| |
| /* Transformed already into viewport coordinates, so we do not need transform |
| matrices. Reset all matrices to identity and leave the default matrix in world |
| mode. */ |
| glMatrixMode(GL_MODELVIEW); |
| checkGLcall("glMatrixMode"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity"); |
| |
| glMatrixMode(GL_PROJECTION); |
| checkGLcall("glMatrixMode"); |
| glLoadIdentity(); |
| checkGLcall("glLoadIdentity"); |
| |
| /* Set up the viewport to be full viewport */ |
| X = myDevice->stateBlock->viewport.X; |
| Y = myDevice->stateBlock->viewport.Y; |
| height = myDevice->stateBlock->viewport.Height; |
| width = myDevice->stateBlock->viewport.Width; |
| minZ = myDevice->stateBlock->viewport.MinZ; |
| maxZ = myDevice->stateBlock->viewport.MaxZ; |
| TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ); |
| glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ); |
| checkGLcall("glOrtho"); |
| |
| /* Window Coord 0 is the middle of the first pixel, so translate by half |
| a pixel (See comment above glTranslate below) */ |
| glTranslatef(0.5, 0.5, 0); |
| checkGLcall("glTranslatef(0.5, 0.5, 0)"); |
| } |
| |
| if (iface == implSwapChain->backBuffer || iface == myDevice->renderTarget) { |
| glDrawBuffer(GL_BACK); |
| } else if (iface == implSwapChain->frontBuffer) { |
| glDrawBuffer(GL_FRONT); |
| } |
| |
| vcheckGLcall("glDrawBuffer"); |
| |
| /* If not fullscreen, we need to skip a number of bytes to find the next row of data */ |
| glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes); |
| glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width); |
| |
| /* And back buffers are not blended */ |
| glDisable(GL_BLEND); |
| |
| glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1); |
| vcheckGLcall("glRasterPos2f"); |
| switch (This->resource.format) { |
| case WINED3DFMT_X4R4G4B4: |
| { |
| 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--; |
| } |
| } |
| case WINED3DFMT_A4R4G4B4: |
| { |
| glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, |
| GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4_REV, This->resource.allocatedMemory); |
| vcheckGLcall("glDrawPixels"); |
| } |
| break; |
| case WINED3DFMT_R5G6B5: |
| { |
| glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, |
| GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->resource.allocatedMemory); |
| vcheckGLcall("glDrawPixels"); |
| } |
| break; |
| case WINED3DFMT_X1R5G5B5: |
| { |
| 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--; |
| } |
| } |
| case WINED3DFMT_A1R5G5B5: |
| { |
| glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, |
| GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, This->resource.allocatedMemory); |
| vcheckGLcall("glDrawPixels"); |
| } |
| break; |
| case WINED3DFMT_R8G8B8: |
| { |
| glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, |
| GL_RGB, GL_UNSIGNED_BYTE, This->resource.allocatedMemory); |
| vcheckGLcall("glDrawPixels"); |
| } |
| break; |
| case WINED3DFMT_X8R8G8B8: /* 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--; |
| } |
| } |
| case WINED3DFMT_A8R8G8B8: |
| { |
| glPixelStorei(GL_PACK_SWAP_BYTES, TRUE); |
| vcheckGLcall("glPixelStorei"); |
| glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, |
| GL_BGRA, GL_UNSIGNED_BYTE, This->resource.allocatedMemory); |
| vcheckGLcall("glDrawPixels"); |
| glPixelStorei(GL_PACK_SWAP_BYTES, prev_store); |
| vcheckGLcall("glPixelStorei"); |
| } |
| break; |
| case WINED3DFMT_A2R10G10B10: |
| { |
| glPixelStorei(GL_PACK_SWAP_BYTES, TRUE); |
| vcheckGLcall("glPixelStorei"); |
| glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1, |
| GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, This->resource.allocatedMemory); |
| vcheckGLcall("glDrawPixels"); |
| glPixelStorei(GL_PACK_SWAP_BYTES, prev_store); |
| vcheckGLcall("glPixelStorei"); |
| } |
| break; |
| default: |
| FIXME("Unsupported Format %u in locking func\n", This->resource.format); |
| } |
| |
| glPixelZoom(1.0,1.0); |
| vcheckGLcall("glPixelZoom"); |
| glDrawBuffer(prev_draw); |
| vcheckGLcall("glDrawBuffer"); |
| glRasterPos3iv(&prev_rasterpos[0]); |
| vcheckGLcall("glRasterPos3iv"); |
| |
| /* Reset to previous pack row length / blending state */ |
| glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes); |
| if (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(%lu)\n", This, This->resource.usage); |
| } |
| IWineD3DSwapChain_Release((IWineD3DSwapChain *)implSwapChain); |
| |
| } else if (D3DUSAGE_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(%lu)\n", This, This->resource.usage); |
| } |
| |
| unlock_end: |
| This->locked = FALSE; |
| memset(&This->lockedRect, 0, sizeof(RECT)); |
| return D3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| FIXME("No support for GetDC yet for surface %p\n", This); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| FIXME("No support for ReleaseDC yet for surface %p\n", This); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| /* ****************************************************** |
| IWineD3DSurface Internal (No mapping to directx api) parts follow |
| ****************************************************** */ |
| HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| if (This->inTexture) { |
| TRACE("Surface already in texture\n"); |
| return D3D_OK; |
| } |
| if (This->Dirty == FALSE) { |
| TRACE("surface isn't dirty\n"); |
| return D3D_OK; |
| } |
| |
| This->Dirty = FALSE; |
| |
| /* 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. |
| * In general never store scratch or system mem textures in the video ram. However it is allowed |
| * for system memory textures when D3DDEVCAPS_TEXTURESYSTEMMEMORY is set but it isn't right now. |
| */ |
| if (This->resource.pool == D3DPOOL_SCRATCH || This->resource.pool == D3DPOOL_SYSTEMMEM) |
| { |
| FIXME("(%p) Operation not supported for scratch or SYSTEMMEM textures\n",This); |
| return D3DERR_INVALIDCALL; |
| } |
| |
| if (This->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->inTexture = TRUE; |
| } |
| LEAVE_GL(); |
| return D3D_OK; |
| } |
| |
| if ((This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) && |
| !GL_SUPPORT(EXT_PALETTED_TEXTURE)) { |
| /** |
| * wanted a paletted texture and not really support it in HW |
| * so software emulation code begin |
| */ |
| UINT i; |
| PALETTEENTRY* pal = This->resource.wineD3DDevice->palettes[This->resource.wineD3DDevice->currentPalette]; |
| VOID* surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->currentDesc.Width * This->currentDesc.Height * sizeof(DWORD)); |
| BYTE* dst = (BYTE*) surface; |
| BYTE* src = (BYTE*) This->resource.allocatedMemory; |
| |
| for (i = 0; i < This->currentDesc.Width * This->currentDesc.Height; i++) { |
| BYTE color = *src++; |
| *dst++ = pal[color].peRed; |
| *dst++ = pal[color].peGreen; |
| *dst++ = pal[color].peBlue; |
| if (This->resource.format == WINED3DFMT_A8P8) |
| *dst++ = pal[color].peFlags; |
| else |
| *dst++ = 0xFF; |
| } |
| |
| ENTER_GL(); |
| |
| TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n", |
| This->glDescription.target, |
| This->glDescription.level, |
| GL_RGBA, |
| This->currentDesc.Width, |
| This->currentDesc.Height, |
| 0, |
| GL_RGBA, |
| GL_UNSIGNED_BYTE, |
| surface); |
| glTexImage2D(This->glDescription.target, |
| This->glDescription.level, |
| GL_RGBA, |
| This->currentDesc.Width, |
| This->currentDesc.Height, |
| 0, |
| GL_RGBA, |
| GL_UNSIGNED_BYTE, |
| surface); |
| checkGLcall("glTexImage2D"); |
| HeapFree(GetProcessHeap(), 0, surface); |
| |
| LEAVE_GL(); |
| |
| return D3D_OK; |
| } |
| |
| /* 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)) { |
| 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("glCommpressedTexTexImage2D"); |
| |
| LEAVE_GL(); |
| |
| if(This->activeLock == FALSE){ |
| HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory); |
| This->resource.allocatedMemory = NULL; |
| } |
| |
| } else { |
| FIXME("Using DXT1/3/5 without advertized support\n"); |
| } |
| } else { |
| |
| /* TODO: possibly use texture rectangle (though we are probably more compatible without it) */ |
| if (NP2_REPACK == wined3d_settings.nonpower2_mode && This->nonpow2 == TRUE) { |
| |
| |
| 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=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n", |
| 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, |
| This->resource.allocatedMemory); |
| |
| ENTER_GL(); |
| glTexImage2D(This->glDescription.target, |
| This->glDescription.level, |
| This->glDescription.glFormatInternal, |
| This->pow2Width, |
| This->pow2Height, |
| 0 /* border */, |
| This->glDescription.glFormat, |
| This->glDescription.glType, |
| This->resource.allocatedMemory); |
| checkGLcall("glTexImage2D"); |
| LEAVE_GL(); |
| } |
| |
| #if 0 |
| { |
| static unsigned int gen = 0; |
| char buffer[4096]; |
| ++gen; |
| if ((gen % 10) == 0) { |
| snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, 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->activeLock == FALSE){ |
| HeapFree(GetProcessHeap(),0,This->resource.allocatedMemory); |
| This->resource.allocatedMemory = NULL; |
| } |
| |
| } |
| |
| return D3D_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->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 D3DERR_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 D3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| This->Dirty = FALSE; |
| This->dirtyRect.left = This->currentDesc.Width; |
| This->dirtyRect.top = This->currentDesc.Height; |
| This->dirtyRect.right = 0; |
| This->dirtyRect.bottom = 0; |
| TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left, |
| This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom); |
| return D3D_OK; |
| } |
| |
| /** |
| * Slightly inefficient way to handle multiple dirty rects but it works :) |
| */ |
| extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| IWineD3DBaseTexture *baseTexture = NULL; |
| This->Dirty = TRUE; |
| if (NULL != pDirtyRect) { |
| This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left); |
| This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top); |
| This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right); |
| This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom); |
| } else { |
| This->dirtyRect.left = 0; |
| This->dirtyRect.top = 0; |
| This->dirtyRect.right = This->currentDesc.Width; |
| This->dirtyRect.bottom = This->currentDesc.Height; |
| } |
| TRACE("(%p) : Dirty?%d, Rect:(%ld,%ld,%ld,%ld)\n", This, This->Dirty, This->dirtyRect.left, |
| This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom); |
| /* if the container is a basetexture then mark it dirty. */ |
| if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == D3D_OK) { |
| TRACE("Passing to conatiner\n"); |
| IWineD3DBaseTexture_SetDirty(baseTexture, TRUE); |
| IWineD3DBaseTexture_Release(baseTexture); |
| } |
| return D3D_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 D3D_OK; |
| } |
| |
| HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| if (This->resource.format != WINED3DFMT_UNKNOWN) { |
| FIXME("(%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN\n", This); |
| return D3DERR_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) * D3DFmtGetBpp(This->resource.wineD3DDevice, format)) * 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) * D3DFmtGetBpp(This->resource.wineD3DDevice, format)) * max(This->pow2Height, 4)); |
| } else { |
| This->resource.size = (This->pow2Width * D3DFmtGetBpp(This->resource.wineD3DDevice, format)) * This->pow2Height; |
| } |
| |
| |
| /* Setup some glformat defaults */ |
| if (format != WINED3DFMT_UNKNOWN) { |
| This->glDescription.glFormat = D3DFmt2GLFmt(This->resource.wineD3DDevice, format); |
| This->glDescription.glFormatInternal = D3DFmt2GLIntFmt(This->resource.wineD3DDevice, format); |
| This->glDescription.glType = D3DFmt2GLType(This->resource.wineD3DDevice, format); |
| } else { |
| This->glDescription.glFormat = 0; |
| This->glDescription.glFormatInternal = 0; |
| This->glDescription.glType = 0; |
| } |
| |
| if (format != WINED3DFMT_UNKNOWN) { |
| This->bytesPerPixel = D3DFmtGetBpp(This->resource.wineD3DDevice, format); |
| This->pow2Size = (This->pow2Width * This->bytesPerPixel) * This->pow2Height; |
| } else { |
| This->bytesPerPixel = 0; |
| This->pow2Size = 0; |
| } |
| |
| This->lockable = (WINED3DFMT_D16_LOCKABLE == format) ? TRUE : This->lockable; |
| |
| 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 D3D_OK; |
| } |
| |
| /* TODO: replace this function with context management routines */ |
| HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL inTexture) { |
| IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; |
| |
| This->inPBuffer = inPBuffer; |
| This->inTexture = inTexture; |
| return D3D_OK; |
| } |
| |
| 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_GetContainer, |
| IWineD3DSurfaceImpl_GetDesc, |
| IWineD3DSurfaceImpl_LockRect, |
| IWineD3DSurfaceImpl_UnlockRect, |
| IWineD3DSurfaceImpl_GetDC, |
| IWineD3DSurfaceImpl_ReleaseDC, |
| /* Internal use: */ |
| IWineD3DSurfaceImpl_CleanDirtyRect, |
| IWineD3DSurfaceImpl_AddDirtyRect, |
| IWineD3DSurfaceImpl_LoadTexture, |
| IWineD3DSurfaceImpl_SaveSnapshot, |
| IWineD3DSurfaceImpl_SetContainer, |
| IWineD3DSurfaceImpl_SetPBufferState, |
| IWineD3DSurfaceImpl_SetGlTextureDesc, |
| IWineD3DSurfaceImpl_GetGlDesc, |
| IWineD3DSurfaceImpl_GetData, |
| IWineD3DSurfaceImpl_SetFormat |
| }; |