| /* |
| * 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 2006-2011, 2013-2014 Stefan Dösinger for CodeWeavers |
| * Copyright 2007-2008 Henri Verbeet |
| * Copyright 2006-2008 Roderick Colenbrander |
| * Copyright 2009-2011 Henri Verbeet 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); |
| WINE_DECLARE_DEBUG_CHANNEL(d3d_perf); |
| |
| static const DWORD surface_simple_locations = WINED3D_LOCATION_SYSMEM |
| | WINED3D_LOCATION_USER_MEMORY | WINED3D_LOCATION_BUFFER; |
| |
| void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context, |
| unsigned int *width, unsigned int *height) |
| { |
| if (surface->container->swapchain) |
| { |
| /* The drawable size of an onscreen drawable is the surface size. |
| * (Actually: The window size, but the surface is created in window |
| * size.) */ |
| *width = context->current_rt.texture->resource.width; |
| *height = context->current_rt.texture->resource.height; |
| } |
| else if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) |
| { |
| const struct wined3d_swapchain *swapchain = context->swapchain; |
| |
| /* The drawable size of a backbuffer / aux buffer offscreen target is |
| * the size of the current context's drawable, which is the size of |
| * the back buffer of the swapchain the active context belongs to. */ |
| *width = swapchain->desc.backbuffer_width; |
| *height = swapchain->desc.backbuffer_height; |
| } |
| else |
| { |
| struct wined3d_surface *rt; |
| |
| /* The drawable size of an FBO target is the OpenGL texture size, |
| * which is the power of two size. */ |
| rt = context->current_rt.texture->sub_resources[context->current_rt.sub_resource_idx].u.surface; |
| *width = wined3d_texture_get_level_pow2_width(rt->container, rt->texture_level); |
| *height = wined3d_texture_get_level_pow2_height(rt->container, rt->texture_level); |
| } |
| } |
| |
| struct blt_info |
| { |
| GLenum binding; |
| GLenum bind_target; |
| enum wined3d_gl_resource_type tex_type; |
| GLfloat coords[4][3]; |
| }; |
| |
| struct float_rect |
| { |
| float l; |
| float t; |
| float r; |
| float b; |
| }; |
| |
| static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f) |
| { |
| f->l = ((r->left * 2.0f) / w) - 1.0f; |
| f->t = ((r->top * 2.0f) / h) - 1.0f; |
| f->r = ((r->right * 2.0f) / w) - 1.0f; |
| f->b = ((r->bottom * 2.0f) / h) - 1.0f; |
| } |
| |
| static void surface_get_blt_info(GLenum target, const RECT *rect, GLsizei w, GLsizei h, struct blt_info *info) |
| { |
| GLfloat (*coords)[3] = info->coords; |
| struct float_rect f; |
| |
| switch (target) |
| { |
| default: |
| FIXME("Unsupported texture target %#x\n", target); |
| /* Fall back to GL_TEXTURE_2D */ |
| case GL_TEXTURE_2D: |
| info->binding = GL_TEXTURE_BINDING_2D; |
| info->bind_target = GL_TEXTURE_2D; |
| info->tex_type = WINED3D_GL_RES_TYPE_TEX_2D; |
| coords[0][0] = (float)rect->left / w; |
| coords[0][1] = (float)rect->top / h; |
| coords[0][2] = 0.0f; |
| |
| coords[1][0] = (float)rect->right / w; |
| coords[1][1] = (float)rect->top / h; |
| coords[1][2] = 0.0f; |
| |
| coords[2][0] = (float)rect->left / w; |
| coords[2][1] = (float)rect->bottom / h; |
| coords[2][2] = 0.0f; |
| |
| coords[3][0] = (float)rect->right / w; |
| coords[3][1] = (float)rect->bottom / h; |
| coords[3][2] = 0.0f; |
| break; |
| |
| case GL_TEXTURE_RECTANGLE_ARB: |
| info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB; |
| info->bind_target = GL_TEXTURE_RECTANGLE_ARB; |
| info->tex_type = WINED3D_GL_RES_TYPE_TEX_RECT; |
| coords[0][0] = rect->left; coords[0][1] = rect->top; coords[0][2] = 0.0f; |
| coords[1][0] = rect->right; coords[1][1] = rect->top; coords[1][2] = 0.0f; |
| coords[2][0] = rect->left; coords[2][1] = rect->bottom; coords[2][2] = 0.0f; |
| coords[3][0] = rect->right; coords[3][1] = rect->bottom; coords[3][2] = 0.0f; |
| break; |
| |
| case GL_TEXTURE_CUBE_MAP_POSITIVE_X: |
| info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; |
| info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; |
| info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE; |
| cube_coords_float(rect, w, h, &f); |
| |
| coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l; |
| coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r; |
| coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l; |
| coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r; |
| break; |
| |
| case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: |
| info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; |
| info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; |
| info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE; |
| cube_coords_float(rect, w, h, &f); |
| |
| coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l; |
| coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r; |
| coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l; |
| coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r; |
| break; |
| |
| case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: |
| info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; |
| info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; |
| info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE; |
| cube_coords_float(rect, w, h, &f); |
| |
| coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t; |
| coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t; |
| coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b; |
| coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b; |
| break; |
| |
| case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: |
| info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; |
| info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; |
| info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE; |
| cube_coords_float(rect, w, h, &f); |
| |
| coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t; |
| coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t; |
| coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b; |
| coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b; |
| break; |
| |
| case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: |
| info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; |
| info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; |
| info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE; |
| cube_coords_float(rect, w, h, &f); |
| |
| coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f; |
| coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f; |
| coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f; |
| coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f; |
| break; |
| |
| case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: |
| info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB; |
| info->bind_target = GL_TEXTURE_CUBE_MAP_ARB; |
| info->tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE; |
| cube_coords_float(rect, w, h, &f); |
| |
| coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f; |
| coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f; |
| coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f; |
| coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f; |
| break; |
| } |
| } |
| |
| static void surface_get_rect(const struct wined3d_surface *surface, const RECT *rect_in, RECT *rect_out) |
| { |
| if (rect_in) |
| *rect_out = *rect_in; |
| else |
| { |
| const struct wined3d_texture *texture = surface->container; |
| |
| rect_out->left = 0; |
| rect_out->top = 0; |
| rect_out->right = wined3d_texture_get_level_width(texture, surface->texture_level); |
| rect_out->bottom = wined3d_texture_get_level_height(texture, surface->texture_level); |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context, |
| const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_texture *texture = src_surface->container; |
| struct blt_info info; |
| |
| surface_get_blt_info(src_surface->texture_target, src_rect, |
| wined3d_texture_get_level_pow2_width(texture, src_surface->texture_level), |
| wined3d_texture_get_level_pow2_height(texture, src_surface->texture_level), &info); |
| |
| gl_info->gl_ops.gl.p_glEnable(info.bind_target); |
| checkGLcall("glEnable(bind_target)"); |
| |
| context_bind_texture(context, info.bind_target, texture->texture_rgb.name); |
| |
| /* Filtering for StretchRect */ |
| gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter)); |
| checkGLcall("glTexParameteri"); |
| gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER, |
| wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE)); |
| checkGLcall("glTexParameteri"); |
| gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]) |
| gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); |
| gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
| checkGLcall("glTexEnvi"); |
| |
| /* Draw a quad */ |
| gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); |
| gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[0]); |
| gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->top); |
| |
| gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[1]); |
| gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->top); |
| |
| gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[2]); |
| gl_info->gl_ops.gl.p_glVertex2i(dst_rect->left, dst_rect->bottom); |
| |
| gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[3]); |
| gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom); |
| gl_info->gl_ops.gl.p_glEnd(); |
| |
| /* Unbind the texture */ |
| context_bind_texture(context, info.bind_target, 0); |
| |
| /* We changed the filtering settings on the texture. Inform the |
| * container about this to get the filters reset properly next draw. */ |
| texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT; |
| texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT; |
| texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE; |
| texture->texture_rgb.sampler_desc.srgb_decode = FALSE; |
| } |
| |
| /* Works correctly only for <= 4 bpp formats. */ |
| static void get_color_masks(const struct wined3d_format *format, DWORD *masks) |
| { |
| masks[0] = ((1u << format->red_size) - 1) << format->red_offset; |
| masks[1] = ((1u << format->green_size) - 1) << format->green_offset; |
| masks[2] = ((1u << format->blue_size) - 1) << format->blue_offset; |
| } |
| |
| void wined3d_surface_destroy_dc(struct wined3d_surface *surface) |
| { |
| unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); |
| struct wined3d_texture *texture = surface->container; |
| struct wined3d_device *device = texture->resource.device; |
| const struct wined3d_gl_info *gl_info = NULL; |
| D3DKMT_DESTROYDCFROMMEMORY destroy_desc; |
| struct wined3d_context *context = NULL; |
| struct wined3d_bo_address data; |
| NTSTATUS status; |
| |
| if (!surface->dc) |
| { |
| ERR("Surface %p has no DC.\n", surface); |
| return; |
| } |
| |
| TRACE("dc %p, bitmap %p.\n", surface->dc, surface->bitmap); |
| |
| destroy_desc.hDc = surface->dc; |
| destroy_desc.hBitmap = surface->bitmap; |
| if ((status = D3DKMTDestroyDCFromMemory(&destroy_desc))) |
| ERR("Failed to destroy dc, status %#x.\n", status); |
| surface->dc = NULL; |
| surface->bitmap = NULL; |
| |
| if (device->d3d_initialized) |
| { |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| } |
| |
| wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); |
| wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER); |
| |
| if (context) |
| context_release(context); |
| } |
| |
| HRESULT wined3d_surface_create_dc(struct wined3d_surface *surface) |
| { |
| unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); |
| struct wined3d_texture *texture = surface->container; |
| const struct wined3d_format *format = texture->resource.format; |
| struct wined3d_device *device = texture->resource.device; |
| const struct wined3d_gl_info *gl_info = NULL; |
| struct wined3d_context *context = NULL; |
| unsigned int row_pitch, slice_pitch; |
| struct wined3d_bo_address data; |
| D3DKMT_CREATEDCFROMMEMORY desc; |
| NTSTATUS status; |
| |
| TRACE("surface %p.\n", surface); |
| |
| if (!format->ddi_format) |
| { |
| WARN("Cannot create a DC for format %s.\n", debug_d3dformat(format->id)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| wined3d_texture_get_pitch(texture, surface->texture_level, &row_pitch, &slice_pitch); |
| |
| if (device->d3d_initialized) |
| { |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| } |
| |
| wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); |
| desc.pMemory = wined3d_texture_map_bo_address(&data, texture->sub_resources[sub_resource_idx].size, |
| gl_info, GL_PIXEL_UNPACK_BUFFER, 0); |
| |
| if (context) |
| context_release(context); |
| |
| desc.Format = format->ddi_format; |
| desc.Width = wined3d_texture_get_level_width(texture, surface->texture_level); |
| desc.Height = wined3d_texture_get_level_height(texture, surface->texture_level); |
| desc.Pitch = row_pitch; |
| desc.hDeviceDc = CreateCompatibleDC(NULL); |
| desc.pColorTable = NULL; |
| |
| status = D3DKMTCreateDCFromMemory(&desc); |
| DeleteDC(desc.hDeviceDc); |
| if (status) |
| { |
| WARN("Failed to create DC, status %#x.\n", status); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| surface->dc = desc.hDc; |
| surface->bitmap = desc.hBitmap; |
| |
| TRACE("Created DC %p, bitmap %p for surface %p.\n", surface->dc, surface->bitmap, surface); |
| |
| return WINED3D_OK; |
| } |
| |
| static BOOL surface_is_full_rect(const struct wined3d_surface *surface, const RECT *r) |
| { |
| unsigned int t; |
| |
| t = wined3d_texture_get_level_width(surface->container, surface->texture_level); |
| if ((r->left && r->right) || abs(r->right - r->left) != t) |
| return FALSE; |
| t = wined3d_texture_get_level_height(surface->container, surface->texture_level); |
| if ((r->top && r->bottom) || abs(r->bottom - r->top) != t) |
| return FALSE; |
| return TRUE; |
| } |
| |
| static void surface_depth_blt_fbo(const struct wined3d_device *device, |
| struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect, |
| struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect) |
| { |
| unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface); |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| struct wined3d_texture *src_texture = src_surface->container; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| DWORD src_mask, dst_mask; |
| GLbitfield gl_mask; |
| |
| TRACE("device %p\n", device); |
| TRACE("src_surface %p, src_location %s, src_rect %s,\n", |
| src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect)); |
| TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n", |
| dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect)); |
| |
| src_mask = src_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); |
| dst_mask = dst_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); |
| |
| if (src_mask != dst_mask) |
| { |
| ERR("Incompatible formats %s and %s.\n", |
| debug_d3dformat(src_texture->resource.format->id), |
| debug_d3dformat(dst_texture->resource.format->id)); |
| return; |
| } |
| |
| if (!src_mask) |
| { |
| ERR("Not a depth / stencil format: %s.\n", |
| debug_d3dformat(src_texture->resource.format->id)); |
| return; |
| } |
| |
| gl_mask = 0; |
| if (src_mask & WINED3DFMT_FLAG_DEPTH) |
| gl_mask |= GL_DEPTH_BUFFER_BIT; |
| if (src_mask & WINED3DFMT_FLAG_STENCIL) |
| gl_mask |= GL_STENCIL_BUFFER_BIT; |
| |
| context = context_acquire(device, NULL); |
| if (!context->valid) |
| { |
| context_release(context); |
| WARN("Invalid context, skipping blit.\n"); |
| return; |
| } |
| |
| /* Make sure the locations are up-to-date. Loading the destination |
| * surface isn't required if the entire surface is overwritten. */ |
| surface_load_location(src_surface, context, src_location); |
| if (!surface_is_full_rect(dst_surface, dst_rect)) |
| surface_load_location(dst_surface, context, dst_location); |
| else |
| wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); |
| |
| gl_info = context->gl_info; |
| |
| context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, src_location); |
| context_check_fbo_status(context, GL_READ_FRAMEBUFFER); |
| |
| context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, dst_location); |
| context_set_draw_buffer(context, GL_NONE); |
| context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); |
| context_invalidate_state(context, STATE_FRAMEBUFFER); |
| |
| if (gl_mask & GL_DEPTH_BUFFER_BIT) |
| { |
| gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE)); |
| } |
| if (gl_mask & GL_STENCIL_BUFFER_BIT) |
| { |
| if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE]) |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); |
| } |
| gl_info->gl_ops.gl.p_glStencilMask(~0U); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); |
| } |
| |
| gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); |
| |
| gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, |
| dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST); |
| checkGLcall("glBlitFramebuffer()"); |
| |
| if (wined3d_settings.strict_draw_ordering) |
| gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ |
| |
| context_release(context); |
| } |
| |
| /* Blit between surface locations. Onscreen on different swapchains is not supported. |
| * Depth / stencil is not supported. Context activation is done by the caller. */ |
| static void surface_blt_fbo(const struct wined3d_device *device, |
| struct wined3d_context *old_ctx, enum wined3d_texture_filter_type filter, |
| struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect_in, |
| struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect_in) |
| { |
| unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface); |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| struct wined3d_texture *src_texture = src_surface->container; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context = old_ctx; |
| struct wined3d_surface *required_rt, *restore_rt = NULL; |
| RECT src_rect, dst_rect; |
| GLenum gl_filter; |
| GLenum buffer; |
| |
| TRACE("device %p, filter %s,\n", device, debug_d3dtexturefiltertype(filter)); |
| TRACE("src_surface %p, src_location %s, src_rect %s,\n", |
| src_surface, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect_in)); |
| TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n", |
| dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect_in)); |
| |
| src_rect = *src_rect_in; |
| dst_rect = *dst_rect_in; |
| |
| switch (filter) |
| { |
| case WINED3D_TEXF_LINEAR: |
| gl_filter = GL_LINEAR; |
| break; |
| |
| default: |
| FIXME("Unsupported filter mode %s (%#x).\n", debug_d3dtexturefiltertype(filter), filter); |
| case WINED3D_TEXF_NONE: |
| case WINED3D_TEXF_POINT: |
| gl_filter = GL_NEAREST; |
| break; |
| } |
| |
| /* Resolve the source surface first if needed. */ |
| if (src_location == WINED3D_LOCATION_RB_MULTISAMPLE |
| && (src_texture->resource.format->id != dst_texture->resource.format->id |
| || abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top) |
| || abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left))) |
| src_location = WINED3D_LOCATION_RB_RESOLVED; |
| |
| /* Make sure the locations are up-to-date. Loading the destination |
| * surface isn't required if the entire surface is overwritten. (And is |
| * in fact harmful if we're being called by surface_load_location() with |
| * the purpose of loading the destination surface.) */ |
| surface_load_location(src_surface, old_ctx, src_location); |
| if (!surface_is_full_rect(dst_surface, &dst_rect)) |
| surface_load_location(dst_surface, old_ctx, dst_location); |
| else |
| wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, old_ctx, dst_location); |
| |
| |
| if (src_location == WINED3D_LOCATION_DRAWABLE) required_rt = src_surface; |
| else if (dst_location == WINED3D_LOCATION_DRAWABLE) required_rt = dst_surface; |
| else required_rt = NULL; |
| |
| restore_rt = context_get_rt_surface(old_ctx); |
| if (restore_rt != required_rt) |
| context = context_acquire(device, required_rt); |
| else |
| restore_rt = NULL; |
| |
| if (!context->valid) |
| { |
| context_release(context); |
| WARN("Invalid context, skipping blit.\n"); |
| return; |
| } |
| |
| gl_info = context->gl_info; |
| |
| if (src_location == WINED3D_LOCATION_DRAWABLE) |
| { |
| TRACE("Source surface %p is onscreen.\n", src_surface); |
| buffer = wined3d_texture_get_gl_buffer(src_texture); |
| surface_translate_drawable_coords(src_surface, context->win_handle, &src_rect); |
| } |
| else |
| { |
| TRACE("Source surface %p is offscreen.\n", src_surface); |
| buffer = GL_COLOR_ATTACHMENT0; |
| } |
| |
| context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, src_surface, NULL, src_location); |
| gl_info->gl_ops.gl.p_glReadBuffer(buffer); |
| checkGLcall("glReadBuffer()"); |
| context_check_fbo_status(context, GL_READ_FRAMEBUFFER); |
| |
| if (dst_location == WINED3D_LOCATION_DRAWABLE) |
| { |
| TRACE("Destination surface %p is onscreen.\n", dst_surface); |
| buffer = wined3d_texture_get_gl_buffer(dst_texture); |
| surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect); |
| } |
| else |
| { |
| TRACE("Destination surface %p is offscreen.\n", dst_surface); |
| buffer = GL_COLOR_ATTACHMENT0; |
| } |
| |
| context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, dst_surface, NULL, dst_location); |
| context_set_draw_buffer(context, buffer); |
| context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER); |
| context_invalidate_state(context, STATE_FRAMEBUFFER); |
| |
| gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); |
| |
| gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); |
| |
| gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, |
| dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter); |
| checkGLcall("glBlitFramebuffer()"); |
| |
| if (wined3d_settings.strict_draw_ordering || (dst_location == WINED3D_LOCATION_DRAWABLE |
| && dst_texture->swapchain->front_buffer == dst_texture)) |
| gl_info->gl_ops.gl.p_glFlush(); |
| |
| if (restore_rt) |
| context_restore(context, restore_rt); |
| } |
| |
| static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op, |
| const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, |
| const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format) |
| { |
| if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer) |
| return FALSE; |
| |
| /* Source and/or destination need to be on the GL side */ |
| if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM) |
| return FALSE; |
| |
| switch (blit_op) |
| { |
| case WINED3D_BLIT_OP_COLOR_BLIT: |
| if (!((src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE) |
| || (src_usage & WINED3DUSAGE_RENDERTARGET))) |
| return FALSE; |
| if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE) |
| || (dst_usage & WINED3DUSAGE_RENDERTARGET))) |
| return FALSE; |
| if (!(src_format->id == dst_format->id |
| || (is_identity_fixup(src_format->color_fixup) |
| && is_identity_fixup(dst_format->color_fixup)))) |
| return FALSE; |
| break; |
| |
| case WINED3D_BLIT_OP_DEPTH_BLIT: |
| if (!(src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) |
| return FALSE; |
| if (!(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) |
| return FALSE; |
| /* Accept pure swizzle fixups for depth formats. In general we |
| * ignore the stencil component (if present) at the moment and the |
| * swizzle is not relevant with just the depth component. */ |
| if (is_complex_fixup(src_format->color_fixup) || is_complex_fixup(dst_format->color_fixup) |
| || is_scaling_fixup(src_format->color_fixup) || is_scaling_fixup(dst_format->color_fixup)) |
| return FALSE; |
| break; |
| |
| default: |
| return FALSE; |
| } |
| |
| return TRUE; |
| } |
| |
| static BOOL surface_convert_depth_to_float(const struct wined3d_surface *surface, DWORD depth, float *float_depth) |
| { |
| const struct wined3d_format *format = surface->container->resource.format; |
| |
| switch (format->id) |
| { |
| case WINED3DFMT_S1_UINT_D15_UNORM: |
| *float_depth = depth / (float)0x00007fff; |
| break; |
| |
| case WINED3DFMT_D16_UNORM: |
| *float_depth = depth / (float)0x0000ffff; |
| break; |
| |
| case WINED3DFMT_D24_UNORM_S8_UINT: |
| case WINED3DFMT_X8D24_UNORM: |
| *float_depth = depth / (float)0x00ffffff; |
| break; |
| |
| case WINED3DFMT_D32_UNORM: |
| *float_depth = depth / (float)0xffffffff; |
| break; |
| |
| default: |
| ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id)); |
| return FALSE; |
| } |
| |
| return TRUE; |
| } |
| |
| static HRESULT wined3d_surface_depth_fill(struct wined3d_surface *surface, const RECT *rect, float depth) |
| { |
| struct wined3d_resource *resource = &surface->container->resource; |
| struct wined3d_device *device = resource->device; |
| struct wined3d_rendertarget_view_desc view_desc; |
| struct wined3d_rendertarget_view *view; |
| const struct blit_shader *blitter; |
| HRESULT hr; |
| |
| if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, |
| WINED3D_BLIT_OP_DEPTH_FILL, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format))) |
| { |
| FIXME("No blitter is capable of performing the requested depth fill operation.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| view_desc.format_id = resource->format->id; |
| view_desc.u.texture.level_idx = surface->texture_level; |
| view_desc.u.texture.layer_idx = surface->texture_layer; |
| view_desc.u.texture.layer_count = 1; |
| if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, |
| resource, NULL, &wined3d_null_parent_ops, &view))) |
| { |
| ERR("Failed to create rendertarget view, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| hr = blitter->depth_fill(device, view, rect, WINED3DCLEAR_ZBUFFER, depth, 0); |
| wined3d_rendertarget_view_decref(view); |
| |
| return hr; |
| } |
| |
| static HRESULT wined3d_surface_depth_blt(struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect, |
| struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect) |
| { |
| struct wined3d_texture *src_texture = src_surface->container; |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| struct wined3d_device *device = src_texture->resource.device; |
| |
| if (!fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_BLIT, |
| src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format, |
| dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format)) |
| return WINED3DERR_INVALIDCALL; |
| |
| surface_depth_blt_fbo(device, src_surface, src_location, src_rect, dst_surface, dst_location, dst_rect); |
| |
| surface_modify_ds_location(dst_surface, dst_location, |
| dst_surface->ds_current_size.cx, dst_surface->ds_current_size.cy); |
| |
| return WINED3D_OK; |
| } |
| |
| /* This call just downloads data, the caller is responsible for binding the |
| * correct texture. */ |
| /* Context activation is done by the caller. */ |
| static void surface_download_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, |
| DWORD dst_location) |
| { |
| unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); |
| struct wined3d_texture *texture = surface->container; |
| const struct wined3d_format *format = texture->resource.format; |
| struct wined3d_texture_sub_resource *sub_resource; |
| unsigned int dst_row_pitch, dst_slice_pitch; |
| unsigned int src_row_pitch, src_slice_pitch; |
| struct wined3d_bo_address data; |
| BYTE *temporary_mem = NULL; |
| void *mem; |
| |
| /* Only support read back of converted P8 surfaces. */ |
| if (texture->flags & WINED3D_TEXTURE_CONVERTED && format->id != WINED3DFMT_P8_UINT) |
| { |
| ERR("Trying to read back converted surface %p with format %s.\n", surface, debug_d3dformat(format->id)); |
| return; |
| } |
| |
| sub_resource = &texture->sub_resources[sub_resource_idx]; |
| |
| if (surface->texture_target == GL_TEXTURE_2D_ARRAY) |
| { |
| /* NP2 emulation is not allowed on array textures. */ |
| if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) |
| ERR("Array texture %p uses NP2 emulation.\n", texture); |
| |
| WARN_(d3d_perf)("Downloading all miplevel layers to get the surface data for a single sub-resource.\n"); |
| |
| if (!(temporary_mem = wined3d_calloc(texture->layer_count, sub_resource->size))) |
| { |
| ERR("Out of memory.\n"); |
| return; |
| } |
| } |
| |
| wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location); |
| |
| if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) |
| { |
| wined3d_texture_get_pitch(texture, surface->texture_level, &dst_row_pitch, &dst_slice_pitch); |
| wined3d_format_calculate_pitch(format, texture->resource.device->surface_alignment, |
| wined3d_texture_get_level_pow2_width(texture, surface->texture_level), |
| wined3d_texture_get_level_pow2_height(texture, surface->texture_level), |
| &src_row_pitch, &src_slice_pitch); |
| if (!(temporary_mem = HeapAlloc(GetProcessHeap(), 0, src_slice_pitch))) |
| { |
| ERR("Out of memory.\n"); |
| return; |
| } |
| |
| if (data.buffer_object) |
| ERR("NP2 emulated texture uses PBO unexpectedly.\n"); |
| if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED) |
| ERR("Unexpected compressed format for NP2 emulated texture.\n"); |
| } |
| |
| if (temporary_mem) |
| { |
| mem = temporary_mem; |
| } |
| else if (data.buffer_object) |
| { |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object)); |
| checkGLcall("glBindBuffer"); |
| mem = data.addr; |
| } |
| else |
| { |
| mem = data.addr; |
| } |
| |
| if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED) |
| { |
| TRACE("Downloading compressed surface %p, level %u, format %#x, type %#x, data %p.\n", |
| surface, surface->texture_level, format->glFormat, format->glType, mem); |
| |
| GL_EXTCALL(glGetCompressedTexImage(surface->texture_target, surface->texture_level, mem)); |
| checkGLcall("glGetCompressedTexImage"); |
| } |
| else |
| { |
| TRACE("Downloading surface %p, level %u, format %#x, type %#x, data %p.\n", |
| surface, surface->texture_level, format->glFormat, format->glType, mem); |
| |
| gl_info->gl_ops.gl.p_glGetTexImage(surface->texture_target, surface->texture_level, |
| format->glFormat, format->glType, mem); |
| checkGLcall("glGetTexImage"); |
| } |
| |
| if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) |
| { |
| const BYTE *src_data; |
| unsigned int h, y; |
| BYTE *dst_data; |
| /* |
| * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, 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 bpp * pow2width. |
| * |
| * We're 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 |
| * | | | \/ |
| * ----------------------------------- |
| * |
| * |
| * we're 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 surface memory should work with the data as if it were a |
| * standard texture with a non-power2 width instead of a 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 resource.width. */ |
| src_data = mem; |
| dst_data = data.addr; |
| TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch); |
| h = wined3d_texture_get_level_height(texture, surface->texture_level); |
| for (y = 0; y < h; ++y) |
| { |
| memcpy(dst_data, src_data, dst_row_pitch); |
| src_data += src_row_pitch; |
| dst_data += dst_row_pitch; |
| } |
| } |
| else if (temporary_mem) |
| { |
| void *src_data = temporary_mem + surface->texture_layer * sub_resource->size; |
| if (data.buffer_object) |
| { |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object)); |
| checkGLcall("glBindBuffer"); |
| GL_EXTCALL(glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, src_data)); |
| checkGLcall("glBufferSubData"); |
| } |
| else |
| { |
| memcpy(data.addr, src_data, sub_resource->size); |
| } |
| } |
| |
| if (data.buffer_object) |
| { |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); |
| checkGLcall("glBindBuffer"); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, temporary_mem); |
| } |
| |
| /* This call just uploads data, the caller is responsible for binding the |
| * correct texture. */ |
| /* Context activation is done by the caller. */ |
| void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, |
| const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point, |
| BOOL srgb, const struct wined3d_const_bo_address *data) |
| { |
| unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); |
| struct wined3d_texture *texture = surface->container; |
| UINT update_w = src_rect->right - src_rect->left; |
| UINT update_h = src_rect->bottom - src_rect->top; |
| |
| TRACE("surface %p, gl_info %p, format %s, src_rect %s, src_pitch %u, dst_point %s, srgb %#x, data {%#x:%p}.\n", |
| surface, gl_info, debug_d3dformat(format->id), wine_dbgstr_rect(src_rect), src_pitch, |
| wine_dbgstr_point(dst_point), srgb, data->buffer_object, data->addr); |
| |
| if (texture->sub_resources[sub_resource_idx].map_count) |
| { |
| WARN("Uploading a surface that is currently mapped, setting WINED3D_TEXTURE_PIN_SYSMEM.\n"); |
| texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM; |
| } |
| |
| if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE) |
| { |
| update_h *= format->height_scale.numerator; |
| update_h /= format->height_scale.denominator; |
| } |
| |
| if (data->buffer_object) |
| { |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object)); |
| checkGLcall("glBindBuffer"); |
| } |
| |
| if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED) |
| { |
| UINT row_length = wined3d_format_calculate_size(format, 1, update_w, 1, 1); |
| UINT row_count = (update_h + format->block_height - 1) / format->block_height; |
| const BYTE *addr = data->addr; |
| GLenum internal; |
| |
| addr += (src_rect->top / format->block_height) * src_pitch; |
| addr += (src_rect->left / format->block_width) * format->block_byte_count; |
| |
| if (srgb) |
| internal = format->glGammaInternal; |
| else if (texture->resource.usage & WINED3DUSAGE_RENDERTARGET |
| && wined3d_resource_is_offscreen(&texture->resource)) |
| internal = format->rtInternal; |
| else |
| internal = format->glInternal; |
| |
| TRACE("Uploading compressed data, target %#x, level %u, layer %u, x %d, y %d, w %u, h %u, " |
| "format %#x, image_size %#x, addr %p.\n", |
| surface->texture_target, surface->texture_level, surface->texture_layer, |
| dst_point->x, dst_point->y, update_w, update_h, internal, row_count * row_length, addr); |
| |
| if (row_length == src_pitch) |
| { |
| if (surface->texture_target == GL_TEXTURE_2D_ARRAY) |
| { |
| GL_EXTCALL(glCompressedTexSubImage3D(surface->texture_target, surface->texture_level, |
| dst_point->x, dst_point->y, surface->texture_layer, update_w, update_h, 1, |
| internal, row_count * row_length, addr)); |
| } |
| else |
| { |
| GL_EXTCALL(glCompressedTexSubImage2D(surface->texture_target, surface->texture_level, |
| dst_point->x, dst_point->y, update_w, update_h, |
| internal, row_count * row_length, addr)); |
| } |
| } |
| else |
| { |
| UINT row, y; |
| |
| /* glCompressedTexSubImage2D() ignores pixel store state, so we |
| * can't use the unpack row length like for glTexSubImage2D. */ |
| for (row = 0, y = dst_point->y; row < row_count; ++row) |
| { |
| if (surface->texture_target == GL_TEXTURE_2D_ARRAY) |
| { |
| GL_EXTCALL(glCompressedTexSubImage3D(surface->texture_target, surface->texture_level, |
| dst_point->x, y, surface->texture_layer, update_w, format->block_height, 1, |
| internal, row_length, addr)); |
| } |
| else |
| { |
| GL_EXTCALL(glCompressedTexSubImage2D(surface->texture_target, surface->texture_level, |
| dst_point->x, y, update_w, format->block_height, internal, row_length, addr)); |
| } |
| |
| y += format->block_height; |
| addr += src_pitch; |
| } |
| } |
| checkGLcall("Upload compressed surface data"); |
| } |
| else |
| { |
| const BYTE *addr = data->addr; |
| |
| addr += src_rect->top * src_pitch; |
| addr += src_rect->left * format->byte_count; |
| |
| TRACE("Uploading data, target %#x, level %u, layer %u, x %d, y %d, w %u, h %u, " |
| "format %#x, type %#x, addr %p.\n", |
| surface->texture_target, surface->texture_level, surface->texture_layer, |
| dst_point->x, dst_point->y, update_w, update_h, format->glFormat, format->glType, addr); |
| |
| gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, src_pitch / format->byte_count); |
| if (surface->texture_target == GL_TEXTURE_2D_ARRAY) |
| { |
| GL_EXTCALL(glTexSubImage3D(surface->texture_target, surface->texture_level, |
| dst_point->x, dst_point->y, surface->texture_layer, update_w, update_h, 1, |
| format->glFormat, format->glType, addr)); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glTexSubImage2D(surface->texture_target, surface->texture_level, |
| dst_point->x, dst_point->y, update_w, update_h, format->glFormat, format->glType, addr); |
| } |
| gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
| checkGLcall("Upload surface data"); |
| } |
| |
| if (data->buffer_object) |
| { |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); |
| checkGLcall("glBindBuffer"); |
| } |
| |
| if (wined3d_settings.strict_draw_ordering) |
| gl_info->gl_ops.gl.p_glFlush(); |
| |
| if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE) |
| { |
| struct wined3d_device *device = texture->resource.device; |
| unsigned int i; |
| |
| for (i = 0; i < device->context_count; ++i) |
| { |
| context_surface_update(device->contexts[i], surface); |
| } |
| } |
| } |
| |
| static BOOL surface_check_block_align_rect(struct wined3d_surface *surface, const RECT *rect) |
| { |
| struct wined3d_box box = {rect->left, rect->top, rect->right, rect->bottom, 0, 1}; |
| |
| return wined3d_texture_check_block_align(surface->container, surface->texture_level, &box); |
| } |
| |
| HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point, |
| struct wined3d_surface *src_surface, const RECT *src_rect) |
| { |
| unsigned int src_sub_resource_idx = surface_get_sub_resource_idx(src_surface); |
| unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface); |
| struct wined3d_texture *src_texture = src_surface->container; |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| unsigned int src_row_pitch, src_slice_pitch; |
| const struct wined3d_format *src_format; |
| const struct wined3d_format *dst_format; |
| unsigned int src_fmt_flags, dst_fmt_flags; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| struct wined3d_bo_address data; |
| UINT update_w, update_h; |
| UINT dst_w, dst_h; |
| RECT r, dst_rect; |
| POINT p; |
| |
| TRACE("dst_surface %p, dst_point %s, src_surface %p, src_rect %s.\n", |
| dst_surface, wine_dbgstr_point(dst_point), |
| src_surface, wine_dbgstr_rect(src_rect)); |
| |
| src_format = src_texture->resource.format; |
| dst_format = dst_texture->resource.format; |
| src_fmt_flags = src_texture->resource.format_flags; |
| dst_fmt_flags = dst_texture->resource.format_flags; |
| |
| if (src_format->id != dst_format->id) |
| { |
| WARN("Source and destination surfaces should have the same format.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!dst_point) |
| { |
| p.x = 0; |
| p.y = 0; |
| dst_point = &p; |
| } |
| else if (dst_point->x < 0 || dst_point->y < 0) |
| { |
| WARN("Invalid destination point.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!src_rect) |
| { |
| SetRect(&r, 0, 0, wined3d_texture_get_level_width(src_texture, src_surface->texture_level), |
| wined3d_texture_get_level_height(src_texture, src_surface->texture_level)); |
| src_rect = &r; |
| } |
| else if (src_rect->left < 0 || src_rect->top < 0 || IsRectEmpty(src_rect)) |
| { |
| WARN("Invalid source rectangle.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| dst_w = wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level); |
| dst_h = wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level); |
| |
| update_w = src_rect->right - src_rect->left; |
| update_h = src_rect->bottom - src_rect->top; |
| |
| if (update_w > dst_w || dst_point->x > dst_w - update_w |
| || update_h > dst_h || dst_point->y > dst_h - update_h) |
| { |
| WARN("Destination out of bounds.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if ((src_fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !surface_check_block_align_rect(src_surface, src_rect)) |
| { |
| WARN("Source rectangle not block-aligned.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| SetRect(&dst_rect, dst_point->x, dst_point->y, dst_point->x + update_w, dst_point->y + update_h); |
| if ((dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS) && !surface_check_block_align_rect(dst_surface, &dst_rect)) |
| { |
| WARN("Destination rectangle not block-aligned.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Use wined3d_surface_blt() instead of uploading directly if we need conversion. */ |
| if (dst_format->convert || wined3d_format_get_color_key_conversion(dst_texture, FALSE)) |
| return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, src_rect, 0, NULL, WINED3D_TEXF_POINT); |
| |
| context = context_acquire(dst_texture->resource.device, NULL); |
| gl_info = context->gl_info; |
| |
| /* Only load the surface for partial updates. For newly allocated texture |
| * the texture wouldn't be the current location, and we'd upload zeroes |
| * just to overwrite them again. */ |
| if (update_w == dst_w && update_h == dst_h) |
| wined3d_texture_prepare_texture(dst_texture, context, FALSE); |
| else |
| surface_load_location(dst_surface, context, WINED3D_LOCATION_TEXTURE_RGB); |
| wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE); |
| |
| wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data, |
| src_texture->sub_resources[src_sub_resource_idx].locations); |
| wined3d_texture_get_pitch(src_texture, src_surface->texture_level, &src_row_pitch, &src_slice_pitch); |
| |
| wined3d_surface_upload_data(dst_surface, gl_info, src_format, src_rect, |
| src_row_pitch, dst_point, FALSE, wined3d_const_bo_address(&data)); |
| |
| context_release(context); |
| |
| wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); |
| wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); |
| |
| return WINED3D_OK; |
| } |
| |
| /* In D3D the depth stencil dimensions have to be greater than or equal to the |
| * render target dimensions. With FBOs, the dimensions have to be an exact match. */ |
| /* TODO: We should synchronize the renderbuffer's content with the texture's content. */ |
| /* Context activation is done by the caller. */ |
| void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt) |
| { |
| const struct wined3d_gl_info *gl_info = &surface->container->resource.device->adapter->gl_info; |
| struct wined3d_renderbuffer_entry *entry; |
| GLuint renderbuffer = 0; |
| unsigned int src_width, src_height; |
| unsigned int width, height; |
| |
| if (rt && rt->container->resource.format->id != WINED3DFMT_NULL) |
| { |
| width = wined3d_texture_get_level_pow2_width(rt->container, rt->texture_level); |
| height = wined3d_texture_get_level_pow2_height(rt->container, rt->texture_level); |
| } |
| else |
| { |
| width = wined3d_texture_get_level_pow2_width(surface->container, surface->texture_level); |
| height = wined3d_texture_get_level_pow2_height(surface->container, surface->texture_level); |
| } |
| |
| src_width = wined3d_texture_get_level_pow2_width(surface->container, surface->texture_level); |
| src_height = wined3d_texture_get_level_pow2_height(surface->container, surface->texture_level); |
| |
| /* A depth stencil smaller than the render target is not valid */ |
| if (width > src_width || height > src_height) return; |
| |
| /* Remove any renderbuffer set if the sizes match */ |
| if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] |
| || (width == src_width && height == src_height)) |
| { |
| surface->current_renderbuffer = NULL; |
| return; |
| } |
| |
| /* Look if we've already got a renderbuffer of the correct dimensions */ |
| LIST_FOR_EACH_ENTRY(entry, &surface->renderbuffers, struct wined3d_renderbuffer_entry, entry) |
| { |
| if (entry->width == width && entry->height == height) |
| { |
| renderbuffer = entry->id; |
| surface->current_renderbuffer = entry; |
| break; |
| } |
| } |
| |
| if (!renderbuffer) |
| { |
| gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer); |
| gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); |
| gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, |
| surface->container->resource.format->glInternal, width, height); |
| |
| entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry)); |
| entry->width = width; |
| entry->height = height; |
| entry->id = renderbuffer; |
| list_add_head(&surface->renderbuffers, &entry->entry); |
| |
| surface->current_renderbuffer = entry; |
| } |
| |
| checkGLcall("set_compatible_renderbuffer"); |
| } |
| |
| /* See also float_16_to_32() in wined3d_private.h */ |
| static inline unsigned short float_32_to_16(const float *in) |
| { |
| int exp = 0; |
| float tmp = fabsf(*in); |
| unsigned int mantissa; |
| unsigned short ret; |
| |
| /* Deal with special numbers */ |
| if (*in == 0.0f) |
| return 0x0000; |
| if (isnan(*in)) |
| return 0x7c01; |
| if (isinf(*in)) |
| return (*in < 0.0f ? 0xfc00 : 0x7c00); |
| |
| if (tmp < (float)(1u << 10)) |
| { |
| do |
| { |
| tmp = tmp * 2.0f; |
| exp--; |
| } while (tmp < (float)(1u << 10)); |
| } |
| else if (tmp >= (float)(1u << 11)) |
| { |
| do |
| { |
| tmp /= 2.0f; |
| exp++; |
| } while (tmp >= (float)(1u << 11)); |
| } |
| |
| mantissa = (unsigned int)tmp; |
| if (tmp - mantissa >= 0.5f) |
| ++mantissa; /* Round to nearest, away from zero. */ |
| |
| exp += 10; /* Normalize the mantissa. */ |
| exp += 15; /* Exponent is encoded with excess 15. */ |
| |
| if (exp > 30) /* too big */ |
| { |
| ret = 0x7c00; /* INF */ |
| } |
| else if (exp <= 0) |
| { |
| /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers. */ |
| while (exp <= 0) |
| { |
| mantissa = mantissa >> 1; |
| ++exp; |
| } |
| ret = mantissa & 0x3ff; |
| } |
| else |
| { |
| ret = (exp << 10) | (mantissa & 0x3ff); |
| } |
| |
| ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */ |
| return ret; |
| } |
| |
| static void convert_r32_float_r16_float(const BYTE *src, BYTE *dst, |
| DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) |
| { |
| unsigned short *dst_s; |
| const float *src_f; |
| unsigned int x, y; |
| |
| TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out); |
| |
| for (y = 0; y < h; ++y) |
| { |
| src_f = (const float *)(src + y * pitch_in); |
| dst_s = (unsigned short *) (dst + y * pitch_out); |
| for (x = 0; x < w; ++x) |
| { |
| dst_s[x] = float_32_to_16(src_f + x); |
| } |
| } |
| } |
| |
| static void convert_r5g6b5_x8r8g8b8(const BYTE *src, BYTE *dst, |
| DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) |
| { |
| static const unsigned char convert_5to8[] = |
| { |
| 0x00, 0x08, 0x10, 0x19, 0x21, 0x29, 0x31, 0x3a, |
| 0x42, 0x4a, 0x52, 0x5a, 0x63, 0x6b, 0x73, 0x7b, |
| 0x84, 0x8c, 0x94, 0x9c, 0xa5, 0xad, 0xb5, 0xbd, |
| 0xc5, 0xce, 0xd6, 0xde, 0xe6, 0xef, 0xf7, 0xff, |
| }; |
| static const unsigned char convert_6to8[] = |
| { |
| 0x00, 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c, |
| 0x20, 0x24, 0x28, 0x2d, 0x31, 0x35, 0x39, 0x3d, |
| 0x41, 0x45, 0x49, 0x4d, 0x51, 0x55, 0x59, 0x5d, |
| 0x61, 0x65, 0x69, 0x6d, 0x71, 0x75, 0x79, 0x7d, |
| 0x82, 0x86, 0x8a, 0x8e, 0x92, 0x96, 0x9a, 0x9e, |
| 0xa2, 0xa6, 0xaa, 0xae, 0xb2, 0xb6, 0xba, 0xbe, |
| 0xc2, 0xc6, 0xca, 0xce, 0xd2, 0xd7, 0xdb, 0xdf, |
| 0xe3, 0xe7, 0xeb, 0xef, 0xf3, 0xf7, 0xfb, 0xff, |
| }; |
| unsigned int x, y; |
| |
| TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out); |
| |
| for (y = 0; y < h; ++y) |
| { |
| const WORD *src_line = (const WORD *)(src + y * pitch_in); |
| DWORD *dst_line = (DWORD *)(dst + y * pitch_out); |
| for (x = 0; x < w; ++x) |
| { |
| WORD pixel = src_line[x]; |
| dst_line[x] = 0xff000000u |
| | convert_5to8[(pixel & 0xf800u) >> 11] << 16 |
| | convert_6to8[(pixel & 0x07e0u) >> 5] << 8 |
| | convert_5to8[(pixel & 0x001fu)]; |
| } |
| } |
| } |
| |
| /* We use this for both B8G8R8A8 -> B8G8R8X8 and B8G8R8X8 -> B8G8R8A8, since |
| * in both cases we're just setting the X / Alpha channel to 0xff. */ |
| static void convert_a8r8g8b8_x8r8g8b8(const BYTE *src, BYTE *dst, |
| DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) |
| { |
| unsigned int x, y; |
| |
| TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out); |
| |
| for (y = 0; y < h; ++y) |
| { |
| const DWORD *src_line = (const DWORD *)(src + y * pitch_in); |
| DWORD *dst_line = (DWORD *)(dst + y * pitch_out); |
| |
| for (x = 0; x < w; ++x) |
| { |
| dst_line[x] = 0xff000000 | (src_line[x] & 0xffffff); |
| } |
| } |
| } |
| |
| static inline BYTE cliptobyte(int x) |
| { |
| return (BYTE)((x < 0) ? 0 : ((x > 255) ? 255 : x)); |
| } |
| |
| static void convert_yuy2_x8r8g8b8(const BYTE *src, BYTE *dst, |
| DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) |
| { |
| int c2, d, e, r2 = 0, g2 = 0, b2 = 0; |
| unsigned int x, y; |
| |
| TRACE("Converting %ux%u pixels, pitches %u %u.\n", w, h, pitch_in, pitch_out); |
| |
| for (y = 0; y < h; ++y) |
| { |
| const BYTE *src_line = src + y * pitch_in; |
| DWORD *dst_line = (DWORD *)(dst + y * pitch_out); |
| for (x = 0; x < w; ++x) |
| { |
| /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV: |
| * C = Y - 16; D = U - 128; E = V - 128; |
| * R = cliptobyte((298 * C + 409 * E + 128) >> 8); |
| * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8); |
| * B = cliptobyte((298 * C + 516 * D + 128) >> 8); |
| * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V . |
| * U and V are shared between the pixels. */ |
| if (!(x & 1)) /* For every even pixel, read new U and V. */ |
| { |
| d = (int) src_line[1] - 128; |
| e = (int) src_line[3] - 128; |
| r2 = 409 * e + 128; |
| g2 = - 100 * d - 208 * e + 128; |
| b2 = 516 * d + 128; |
| } |
| c2 = 298 * ((int) src_line[0] - 16); |
| dst_line[x] = 0xff000000 |
| | cliptobyte((c2 + r2) >> 8) << 16 /* red */ |
| | cliptobyte((c2 + g2) >> 8) << 8 /* green */ |
| | cliptobyte((c2 + b2) >> 8); /* blue */ |
| /* Scale RGB values to 0..255 range, |
| * then clip them if still not in range (may be negative), |
| * then shift them within DWORD if necessary. */ |
| src_line += 2; |
| } |
| } |
| } |
| |
| static void convert_yuy2_r5g6b5(const BYTE *src, BYTE *dst, |
| DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) |
| { |
| unsigned int x, y; |
| int c2, d, e, r2 = 0, g2 = 0, b2 = 0; |
| |
| TRACE("Converting %ux%u pixels, pitches %u %u\n", w, h, pitch_in, pitch_out); |
| |
| for (y = 0; y < h; ++y) |
| { |
| const BYTE *src_line = src + y * pitch_in; |
| WORD *dst_line = (WORD *)(dst + y * pitch_out); |
| for (x = 0; x < w; ++x) |
| { |
| /* YUV to RGB conversion formulas from http://en.wikipedia.org/wiki/YUV: |
| * C = Y - 16; D = U - 128; E = V - 128; |
| * R = cliptobyte((298 * C + 409 * E + 128) >> 8); |
| * G = cliptobyte((298 * C - 100 * D - 208 * E + 128) >> 8); |
| * B = cliptobyte((298 * C + 516 * D + 128) >> 8); |
| * Two adjacent YUY2 pixels are stored as four bytes: Y0 U Y1 V . |
| * U and V are shared between the pixels. */ |
| if (!(x & 1)) /* For every even pixel, read new U and V. */ |
| { |
| d = (int) src_line[1] - 128; |
| e = (int) src_line[3] - 128; |
| r2 = 409 * e + 128; |
| g2 = - 100 * d - 208 * e + 128; |
| b2 = 516 * d + 128; |
| } |
| c2 = 298 * ((int) src_line[0] - 16); |
| dst_line[x] = (cliptobyte((c2 + r2) >> 8) >> 3) << 11 /* red */ |
| | (cliptobyte((c2 + g2) >> 8) >> 2) << 5 /* green */ |
| | (cliptobyte((c2 + b2) >> 8) >> 3); /* blue */ |
| /* Scale RGB values to 0..255 range, |
| * then clip them if still not in range (may be negative), |
| * then shift them within DWORD if necessary. */ |
| src_line += 2; |
| } |
| } |
| } |
| |
| struct d3dfmt_converter_desc |
| { |
| enum wined3d_format_id from, to; |
| void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h); |
| }; |
| |
| static const struct d3dfmt_converter_desc converters[] = |
| { |
| {WINED3DFMT_R32_FLOAT, WINED3DFMT_R16_FLOAT, convert_r32_float_r16_float}, |
| {WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_r5g6b5_x8r8g8b8}, |
| {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, convert_a8r8g8b8_x8r8g8b8}, |
| {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_UNORM, convert_a8r8g8b8_x8r8g8b8}, |
| {WINED3DFMT_YUY2, WINED3DFMT_B8G8R8X8_UNORM, convert_yuy2_x8r8g8b8}, |
| {WINED3DFMT_YUY2, WINED3DFMT_B5G6R5_UNORM, convert_yuy2_r5g6b5}, |
| }; |
| |
| static inline const struct d3dfmt_converter_desc *find_converter(enum wined3d_format_id from, |
| enum wined3d_format_id to) |
| { |
| unsigned int i; |
| |
| for (i = 0; i < (sizeof(converters) / sizeof(*converters)); ++i) |
| { |
| if (converters[i].from == from && converters[i].to == to) |
| return &converters[i]; |
| } |
| |
| return NULL; |
| } |
| |
| static struct wined3d_texture *surface_convert_format(struct wined3d_texture *src_texture, |
| unsigned int sub_resource_idx, const struct wined3d_format *dst_format) |
| { |
| unsigned int texture_level = sub_resource_idx % src_texture->level_count; |
| const struct wined3d_format *src_format = src_texture->resource.format; |
| struct wined3d_device *device = src_texture->resource.device; |
| const struct d3dfmt_converter_desc *conv = NULL; |
| struct wined3d_texture *dst_texture; |
| struct wined3d_resource_desc desc; |
| struct wined3d_map_desc src_map; |
| |
| if (!(conv = find_converter(src_format->id, dst_format->id)) && (!device->d3d_initialized |
| || !is_identity_fixup(src_format->color_fixup) || src_format->convert |
| || !is_identity_fixup(dst_format->color_fixup) || dst_format->convert)) |
| { |
| FIXME("Cannot find a conversion function from format %s to %s.\n", |
| debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id)); |
| return NULL; |
| } |
| |
| /* FIXME: Multisampled conversion? */ |
| desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; |
| desc.format = dst_format->id; |
| desc.multisample_type = WINED3D_MULTISAMPLE_NONE; |
| desc.multisample_quality = 0; |
| desc.usage = 0; |
| desc.pool = WINED3D_POOL_SCRATCH; |
| desc.width = wined3d_texture_get_level_width(src_texture, texture_level); |
| desc.height = wined3d_texture_get_level_height(src_texture, texture_level); |
| desc.depth = 1; |
| desc.size = 0; |
| if (FAILED(wined3d_texture_create(device, &desc, 1, 1, |
| WINED3D_TEXTURE_CREATE_MAPPABLE | WINED3D_TEXTURE_CREATE_DISCARD, |
| NULL, NULL, &wined3d_null_parent_ops, &dst_texture))) |
| { |
| ERR("Failed to create a destination texture for conversion.\n"); |
| return NULL; |
| } |
| |
| memset(&src_map, 0, sizeof(src_map)); |
| if (FAILED(wined3d_resource_map(&src_texture->resource, sub_resource_idx, |
| &src_map, NULL, WINED3D_MAP_READONLY))) |
| { |
| ERR("Failed to map the source texture.\n"); |
| wined3d_texture_decref(dst_texture); |
| return NULL; |
| } |
| if (conv) |
| { |
| struct wined3d_map_desc dst_map; |
| |
| memset(&dst_map, 0, sizeof(dst_map)); |
| if (FAILED(wined3d_resource_map(&dst_texture->resource, 0, &dst_map, NULL, 0))) |
| { |
| ERR("Failed to map the destination texture.\n"); |
| wined3d_resource_unmap(&src_texture->resource, sub_resource_idx); |
| wined3d_texture_decref(dst_texture); |
| return NULL; |
| } |
| |
| conv->convert(src_map.data, dst_map.data, src_map.row_pitch, dst_map.row_pitch, desc.width, desc.height); |
| |
| wined3d_resource_unmap(&dst_texture->resource, 0); |
| } |
| else |
| { |
| struct wined3d_bo_address data = {0, src_map.data}; |
| RECT src_rect = {0, 0, desc.width, desc.height}; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| POINT dst_point = {0, 0}; |
| |
| TRACE("Using upload conversion.\n"); |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| |
| wined3d_texture_prepare_texture(dst_texture, context, FALSE); |
| wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE); |
| wined3d_surface_upload_data(dst_texture->sub_resources[0].u.surface, gl_info, src_format, |
| &src_rect, src_map.row_pitch, &dst_point, FALSE, wined3d_const_bo_address(&data)); |
| |
| context_release(context); |
| |
| wined3d_texture_validate_location(dst_texture, 0, WINED3D_LOCATION_TEXTURE_RGB); |
| wined3d_texture_invalidate_location(dst_texture, 0, ~WINED3D_LOCATION_TEXTURE_RGB); |
| } |
| wined3d_resource_unmap(&src_texture->resource, sub_resource_idx); |
| |
| return dst_texture; |
| } |
| |
| static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height, |
| unsigned int bpp, UINT pitch, DWORD color) |
| { |
| BYTE *first; |
| unsigned int x, y; |
| |
| /* Do first row */ |
| |
| #define COLORFILL_ROW(type) \ |
| do { \ |
| type *d = (type *)buf; \ |
| for (x = 0; x < width; ++x) \ |
| d[x] = (type)color; \ |
| } while(0) |
| |
| switch (bpp) |
| { |
| case 1: |
| COLORFILL_ROW(BYTE); |
| break; |
| |
| case 2: |
| COLORFILL_ROW(WORD); |
| break; |
| |
| case 3: |
| { |
| BYTE *d = buf; |
| for (x = 0; x < width; ++x, d += 3) |
| { |
| d[0] = (color ) & 0xff; |
| d[1] = (color >> 8) & 0xff; |
| d[2] = (color >> 16) & 0xff; |
| } |
| break; |
| } |
| case 4: |
| COLORFILL_ROW(DWORD); |
| break; |
| |
| default: |
| FIXME("Color fill not implemented for bpp %u!\n", bpp * 8); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| |
| #undef COLORFILL_ROW |
| |
| /* Now copy first row. */ |
| first = buf; |
| for (y = 1; y < height; ++y) |
| { |
| buf += pitch; |
| memcpy(buf, first, width * bpp); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static void read_from_framebuffer(struct wined3d_surface *surface, |
| struct wined3d_context *old_ctx, DWORD dst_location) |
| { |
| unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); |
| struct wined3d_texture *texture = surface->container; |
| struct wined3d_device *device = texture->resource.device; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context = old_ctx; |
| struct wined3d_surface *restore_rt = NULL; |
| unsigned int row_pitch, slice_pitch; |
| unsigned int width, height; |
| BYTE *mem; |
| BYTE *row, *top, *bottom; |
| int i; |
| BOOL srcIsUpsideDown; |
| struct wined3d_bo_address data; |
| |
| wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location); |
| |
| restore_rt = context_get_rt_surface(old_ctx); |
| if (restore_rt != surface) |
| context = context_acquire(device, surface); |
| else |
| restore_rt = NULL; |
| |
| context_apply_blit_state(context, device); |
| gl_info = context->gl_info; |
| |
| /* Select the correct read buffer, and give some debug output. |
| * There is no need to keep track of the current read buffer or reset it, every part of the code |
| * that reads sets the read buffer as desired. |
| */ |
| if (wined3d_resource_is_offscreen(&texture->resource)) |
| { |
| /* Mapping the primary render target which is not on a swapchain. |
| * Read from the back buffer. */ |
| TRACE("Mapping offscreen render target.\n"); |
| gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context)); |
| srcIsUpsideDown = TRUE; |
| } |
| else |
| { |
| /* Onscreen surfaces are always part of a swapchain */ |
| GLenum buffer = wined3d_texture_get_gl_buffer(texture); |
| TRACE("Mapping %#x buffer.\n", buffer); |
| gl_info->gl_ops.gl.p_glReadBuffer(buffer); |
| checkGLcall("glReadBuffer"); |
| srcIsUpsideDown = FALSE; |
| } |
| |
| if (data.buffer_object) |
| { |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, data.buffer_object)); |
| checkGLcall("glBindBuffer"); |
| } |
| |
| wined3d_texture_get_pitch(texture, surface->texture_level, &row_pitch, &slice_pitch); |
| |
| /* Setup pixel store pack state -- to glReadPixels into the correct place */ |
| gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / texture->resource.format->byte_count); |
| checkGLcall("glPixelStorei"); |
| |
| width = wined3d_texture_get_level_width(texture, surface->texture_level); |
| height = wined3d_texture_get_level_height(texture, surface->texture_level); |
| gl_info->gl_ops.gl.p_glReadPixels(0, 0, width, height, |
| texture->resource.format->glFormat, |
| texture->resource.format->glType, data.addr); |
| checkGLcall("glReadPixels"); |
| |
| /* Reset previous pixel store pack state */ |
| gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, 0); |
| checkGLcall("glPixelStorei"); |
| |
| if (!srcIsUpsideDown) |
| { |
| /* glReadPixels returns the image upside down, and there is no way to |
| * prevent this. Flip the lines in software. */ |
| |
| if (!(row = HeapAlloc(GetProcessHeap(), 0, row_pitch))) |
| goto error; |
| |
| if (data.buffer_object) |
| { |
| mem = GL_EXTCALL(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE)); |
| checkGLcall("glMapBuffer"); |
| } |
| else |
| mem = data.addr; |
| |
| top = mem; |
| bottom = mem + row_pitch * (height - 1); |
| for (i = 0; i < height / 2; i++) |
| { |
| memcpy(row, top, row_pitch); |
| memcpy(top, bottom, row_pitch); |
| memcpy(bottom, row, row_pitch); |
| top += row_pitch; |
| bottom -= row_pitch; |
| } |
| HeapFree(GetProcessHeap(), 0, row); |
| |
| if (data.buffer_object) |
| GL_EXTCALL(glUnmapBuffer(GL_PIXEL_PACK_BUFFER)); |
| } |
| |
| error: |
| if (data.buffer_object) |
| { |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); |
| checkGLcall("glBindBuffer"); |
| } |
| |
| if (restore_rt) |
| context_restore(context, restore_rt); |
| } |
| |
| /* Read the framebuffer contents into a texture. Note that this function |
| * doesn't do any kind of flipping. Using this on an onscreen surface will |
| * result in a flipped D3D texture. |
| * |
| * Context activation is done by the caller. This function may temporarily |
| * switch to a different context and restore the original one before return. */ |
| void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, struct wined3d_context *old_ctx) |
| { |
| struct wined3d_texture *texture = surface->container; |
| struct wined3d_device *device = texture->resource.device; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context = old_ctx; |
| struct wined3d_surface *restore_rt = NULL; |
| |
| restore_rt = context_get_rt_surface(old_ctx); |
| if (restore_rt != surface) |
| context = context_acquire(device, surface); |
| else |
| restore_rt = NULL; |
| |
| gl_info = context->gl_info; |
| device_invalidate_state(device, STATE_FRAMEBUFFER); |
| |
| wined3d_texture_prepare_texture(texture, context, srgb); |
| wined3d_texture_bind_and_dirtify(texture, context, srgb); |
| |
| TRACE("Reading back offscreen render target %p.\n", surface); |
| |
| if (wined3d_resource_is_offscreen(&texture->resource)) |
| gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context)); |
| else |
| gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(texture)); |
| checkGLcall("glReadBuffer"); |
| |
| gl_info->gl_ops.gl.p_glCopyTexSubImage2D(surface->texture_target, surface->texture_level, |
| 0, 0, 0, 0, wined3d_texture_get_level_width(texture, surface->texture_level), |
| wined3d_texture_get_level_height(texture, surface->texture_level)); |
| checkGLcall("glCopyTexSubImage2D"); |
| |
| if (restore_rt) |
| context_restore(context, restore_rt); |
| } |
| |
| /* Does a direct frame buffer -> texture copy. Stretching is done with single |
| * pixel copy calls. */ |
| static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface, |
| const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter) |
| { |
| unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface); |
| struct wined3d_texture *src_texture = src_surface->container; |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| struct wined3d_device *device = dst_texture->resource.device; |
| const struct wined3d_gl_info *gl_info; |
| float xrel, yrel; |
| struct wined3d_context *context; |
| BOOL upsidedown = FALSE; |
| RECT dst_rect = *dst_rect_in; |
| unsigned int src_height; |
| |
| /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag |
| * glCopyTexSubImage is a bit picky about the parameters we pass to it |
| */ |
| if(dst_rect.top > dst_rect.bottom) { |
| UINT tmp = dst_rect.bottom; |
| dst_rect.bottom = dst_rect.top; |
| dst_rect.top = tmp; |
| upsidedown = TRUE; |
| } |
| |
| context = context_acquire(device, src_surface); |
| gl_info = context->gl_info; |
| context_apply_blit_state(context, device); |
| wined3d_texture_load(dst_texture, context, FALSE); |
| |
| /* Bind the target texture */ |
| context_bind_texture(context, dst_texture->target, dst_texture->texture_rgb.name); |
| if (wined3d_resource_is_offscreen(&src_texture->resource)) |
| { |
| TRACE("Reading from an offscreen target\n"); |
| upsidedown = !upsidedown; |
| gl_info->gl_ops.gl.p_glReadBuffer(context_get_offscreen_gl_buffer(context)); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(src_texture)); |
| } |
| checkGLcall("glReadBuffer"); |
| |
| xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left); |
| yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top); |
| |
| if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) |
| { |
| FIXME_(d3d_perf)("Doing a pixel by pixel copy from the framebuffer to a texture.\n"); |
| |
| if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT) |
| ERR("Texture filtering not supported in direct blit.\n"); |
| } |
| else if ((filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT) |
| && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps))) |
| { |
| ERR("Texture filtering not supported in direct blit\n"); |
| } |
| |
| src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level); |
| if (upsidedown |
| && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) |
| && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps))) |
| { |
| /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */ |
| gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level, |
| dst_rect.left /*xoffset */, dst_rect.top /* y offset */, |
| src_rect->left, src_height - src_rect->bottom, |
| dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top); |
| } |
| else |
| { |
| LONG row; |
| UINT yoffset = src_height - src_rect->top + dst_rect.top - 1; |
| /* I have to process this row by row to swap the image, |
| * otherwise it would be upside down, so stretching in y direction |
| * doesn't cost extra time |
| * |
| * However, stretching in x direction can be avoided if not necessary |
| */ |
| for(row = dst_rect.top; row < dst_rect.bottom; row++) { |
| if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) |
| { |
| /* Well, that stuff works, but it's very slow. |
| * find a better way instead |
| */ |
| LONG col; |
| |
| for (col = dst_rect.left; col < dst_rect.right; ++col) |
| { |
| gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level, |
| dst_rect.left + col /* x offset */, row /* y offset */, |
| src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1); |
| } |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level, |
| dst_rect.left /* x offset */, row /* y offset */, |
| src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1); |
| } |
| } |
| } |
| checkGLcall("glCopyTexSubImage2D"); |
| |
| context_release(context); |
| |
| /* The texture is now most up to date - If the surface is a render target |
| * and has a drawable, this path is never entered. */ |
| wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); |
| wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); |
| } |
| |
| /* Uses the hardware to stretch and flip the image */ |
| static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface, |
| const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter) |
| { |
| unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface); |
| unsigned int src_width, src_height, src_pow2_width, src_pow2_height; |
| struct wined3d_texture *src_texture = src_surface->container; |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| struct wined3d_device *device = dst_texture->resource.device; |
| GLuint src, backup = 0; |
| float left, right, top, bottom; /* Texture coordinates */ |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| GLenum drawBuffer = GL_BACK; |
| GLenum offscreen_buffer; |
| GLenum texture_target; |
| BOOL noBackBufferBackup; |
| BOOL src_offscreen; |
| BOOL upsidedown = FALSE; |
| RECT dst_rect = *dst_rect_in; |
| |
| TRACE("Using hwstretch blit\n"); |
| /* Activate the Proper context for reading from the source surface, set it up for blitting */ |
| context = context_acquire(device, src_surface); |
| gl_info = context->gl_info; |
| context_apply_blit_state(context, device); |
| wined3d_texture_load(dst_texture, context, FALSE); |
| |
| offscreen_buffer = context_get_offscreen_gl_buffer(context); |
| src_width = wined3d_texture_get_level_width(src_texture, src_surface->texture_level); |
| src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level); |
| src_pow2_width = wined3d_texture_get_level_pow2_width(src_texture, src_surface->texture_level); |
| src_pow2_height = wined3d_texture_get_level_pow2_height(src_texture, src_surface->texture_level); |
| |
| src_offscreen = wined3d_resource_is_offscreen(&src_texture->resource); |
| noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO; |
| if (!noBackBufferBackup && !src_texture->texture_rgb.name) |
| { |
| /* Get it a description */ |
| wined3d_texture_load(src_texture, context, FALSE); |
| } |
| |
| /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring. |
| * This way we don't have to wait for the 2nd readback to finish to leave this function. |
| */ |
| if (context->aux_buffers >= 2) |
| { |
| /* Got more than one aux buffer? Use the 2nd aux buffer */ |
| drawBuffer = GL_AUX1; |
| } |
| else if ((!src_offscreen || offscreen_buffer == GL_BACK) && context->aux_buffers >= 1) |
| { |
| /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */ |
| drawBuffer = GL_AUX0; |
| } |
| |
| if (noBackBufferBackup) |
| { |
| gl_info->gl_ops.gl.p_glGenTextures(1, &backup); |
| checkGLcall("glGenTextures"); |
| context_bind_texture(context, GL_TEXTURE_2D, backup); |
| texture_target = GL_TEXTURE_2D; |
| } |
| else |
| { |
| /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If |
| * we are reading from the back buffer, the backup can be used as source texture |
| */ |
| texture_target = src_surface->texture_target; |
| context_bind_texture(context, texture_target, src_texture->texture_rgb.name); |
| gl_info->gl_ops.gl.p_glEnable(texture_target); |
| checkGLcall("glEnable(texture_target)"); |
| |
| /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */ |
| surface_get_sub_resource(src_surface)->locations &= ~WINED3D_LOCATION_TEXTURE_RGB; |
| } |
| |
| /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag |
| * glCopyTexSubImage is a bit picky about the parameters we pass to it |
| */ |
| if(dst_rect.top > dst_rect.bottom) { |
| UINT tmp = dst_rect.bottom; |
| dst_rect.bottom = dst_rect.top; |
| dst_rect.top = tmp; |
| upsidedown = TRUE; |
| } |
| |
| if (src_offscreen) |
| { |
| TRACE("Reading from an offscreen target\n"); |
| upsidedown = !upsidedown; |
| gl_info->gl_ops.gl.p_glReadBuffer(offscreen_buffer); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(src_texture)); |
| } |
| |
| /* TODO: Only back up the part that will be overwritten */ |
| gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, src_width, src_height); |
| |
| checkGLcall("glCopyTexSubImage2D"); |
| |
| /* No issue with overriding these - the sampler is dirty due to blit usage */ |
| gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER, wined3d_gl_mag_filter(filter)); |
| checkGLcall("glTexParameteri"); |
| gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, |
| wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE)); |
| checkGLcall("glTexParameteri"); |
| |
| if (!src_texture->swapchain || src_texture == src_texture->swapchain->back_buffers[0]) |
| { |
| src = backup ? backup : src_texture->texture_rgb.name; |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glReadBuffer(GL_FRONT); |
| checkGLcall("glReadBuffer(GL_FRONT)"); |
| |
| gl_info->gl_ops.gl.p_glGenTextures(1, &src); |
| checkGLcall("glGenTextures(1, &src)"); |
| context_bind_texture(context, GL_TEXTURE_2D, src); |
| |
| /* TODO: Only copy the part that will be read. Use src_rect->left, |
| * src_rect->bottom as origin, but with the width watch out for power |
| * of 2 sizes. */ |
| gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_pow2_width, |
| src_pow2_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| checkGLcall("glTexImage2D"); |
| gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, src_width, src_height); |
| |
| gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| checkGLcall("glTexParameteri"); |
| gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| checkGLcall("glTexParameteri"); |
| |
| gl_info->gl_ops.gl.p_glReadBuffer(GL_BACK); |
| checkGLcall("glReadBuffer(GL_BACK)"); |
| |
| if (texture_target != GL_TEXTURE_2D) |
| { |
| gl_info->gl_ops.gl.p_glDisable(texture_target); |
| gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D); |
| texture_target = GL_TEXTURE_2D; |
| } |
| } |
| checkGLcall("glEnd and previous"); |
| |
| left = src_rect->left; |
| right = src_rect->right; |
| |
| if (!upsidedown) |
| { |
| top = src_height - src_rect->top; |
| bottom = src_height - src_rect->bottom; |
| } |
| else |
| { |
| top = src_height - src_rect->bottom; |
| bottom = src_height - src_rect->top; |
| } |
| |
| if (src_texture->flags & WINED3D_TEXTURE_NORMALIZED_COORDS) |
| { |
| left /= src_pow2_width; |
| right /= src_pow2_width; |
| top /= src_pow2_height; |
| bottom /= src_pow2_height; |
| } |
| |
| /* draw the source texture stretched and upside down. The correct surface is bound already */ |
| gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| gl_info->gl_ops.gl.p_glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| |
| context_set_draw_buffer(context, drawBuffer); |
| gl_info->gl_ops.gl.p_glReadBuffer(drawBuffer); |
| |
| gl_info->gl_ops.gl.p_glBegin(GL_QUADS); |
| /* bottom left */ |
| gl_info->gl_ops.gl.p_glTexCoord2f(left, bottom); |
| gl_info->gl_ops.gl.p_glVertex2i(0, 0); |
| |
| /* top left */ |
| gl_info->gl_ops.gl.p_glTexCoord2f(left, top); |
| gl_info->gl_ops.gl.p_glVertex2i(0, dst_rect.bottom - dst_rect.top); |
| |
| /* top right */ |
| gl_info->gl_ops.gl.p_glTexCoord2f(right, top); |
| gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top); |
| |
| /* bottom right */ |
| gl_info->gl_ops.gl.p_glTexCoord2f(right, bottom); |
| gl_info->gl_ops.gl.p_glVertex2i(dst_rect.right - dst_rect.left, 0); |
| gl_info->gl_ops.gl.p_glEnd(); |
| checkGLcall("glEnd and previous"); |
| |
| if (texture_target != dst_surface->texture_target) |
| { |
| gl_info->gl_ops.gl.p_glDisable(texture_target); |
| gl_info->gl_ops.gl.p_glEnable(dst_surface->texture_target); |
| texture_target = dst_surface->texture_target; |
| } |
| |
| /* Now read the stretched and upside down image into the destination texture */ |
| context_bind_texture(context, texture_target, dst_texture->texture_rgb.name); |
| gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, |
| 0, |
| dst_rect.left, dst_rect.top, /* xoffset, yoffset */ |
| 0, 0, /* We blitted the image to the origin */ |
| dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top); |
| checkGLcall("glCopyTexSubImage2D"); |
| |
| if (drawBuffer == GL_BACK) |
| { |
| /* Write the back buffer backup back. */ |
| if (backup) |
| { |
| if (texture_target != GL_TEXTURE_2D) |
| { |
| gl_info->gl_ops.gl.p_glDisable(texture_target); |
| gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D); |
| texture_target = GL_TEXTURE_2D; |
| } |
| context_bind_texture(context, GL_TEXTURE_2D, backup); |
| } |
| else |
| { |
| if (texture_target != src_surface->texture_target) |
| { |
| gl_info->gl_ops.gl.p_glDisable(texture_target); |
| gl_info->gl_ops.gl.p_glEnable(src_surface->texture_target); |
| texture_target = src_surface->texture_target; |
| } |
| context_bind_texture(context, src_surface->texture_target, src_texture->texture_rgb.name); |
| } |
| |
| gl_info->gl_ops.gl.p_glBegin(GL_QUADS); |
| /* top left */ |
| gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f); |
| gl_info->gl_ops.gl.p_glVertex2i(0, src_height); |
| |
| /* bottom left */ |
| gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)src_height / (float)src_pow2_height); |
| gl_info->gl_ops.gl.p_glVertex2i(0, 0); |
| |
| /* bottom right */ |
| gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width, |
| (float)src_height / (float)src_pow2_height); |
| gl_info->gl_ops.gl.p_glVertex2i(src_width, 0); |
| |
| /* top right */ |
| gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width, 0.0f); |
| gl_info->gl_ops.gl.p_glVertex2i(src_width, src_height); |
| gl_info->gl_ops.gl.p_glEnd(); |
| } |
| gl_info->gl_ops.gl.p_glDisable(texture_target); |
| checkGLcall("glDisable(texture_target)"); |
| |
| /* Cleanup */ |
| if (src != src_texture->texture_rgb.name && src != backup) |
| { |
| gl_info->gl_ops.gl.p_glDeleteTextures(1, &src); |
| checkGLcall("glDeleteTextures(1, &src)"); |
| } |
| if (backup) |
| { |
| gl_info->gl_ops.gl.p_glDeleteTextures(1, &backup); |
| checkGLcall("glDeleteTextures(1, &backup)"); |
| } |
| |
| if (wined3d_settings.strict_draw_ordering) |
| gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ |
| |
| context_release(context); |
| |
| /* The texture is now most up to date - If the surface is a render target |
| * and has a drawable, this path is never entered. */ |
| wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); |
| wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); |
| } |
| |
| /* Front buffer coordinates are always full screen coordinates, but our GL |
| * drawable is limited to the window's client area. The sysmem and texture |
| * copies do have the full screen size. Note that GL has a bottom-left |
| * origin, while D3D has a top-left origin. */ |
| void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) |
| { |
| struct wined3d_texture *texture = surface->container; |
| UINT drawable_height; |
| |
| if (texture->swapchain && texture == texture->swapchain->front_buffer) |
| { |
| POINT offset = {0, 0}; |
| RECT windowsize; |
| |
| ScreenToClient(window, &offset); |
| OffsetRect(rect, offset.x, offset.y); |
| |
| GetClientRect(window, &windowsize); |
| drawable_height = windowsize.bottom - windowsize.top; |
| } |
| else |
| { |
| drawable_height = wined3d_texture_get_level_height(texture, surface->texture_level); |
| } |
| |
| rect->top = drawable_height - rect->top; |
| rect->bottom = drawable_height - rect->bottom; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void surface_blt_to_drawable(const struct wined3d_device *device, |
| struct wined3d_context *old_ctx, |
| enum wined3d_texture_filter_type filter, BOOL alpha_test, |
| struct wined3d_surface *src_surface, const RECT *src_rect_in, |
| struct wined3d_surface *dst_surface, const RECT *dst_rect_in) |
| { |
| struct wined3d_texture *src_texture = src_surface->container; |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context = old_ctx; |
| struct wined3d_surface *restore_rt = NULL; |
| RECT src_rect, dst_rect; |
| |
| src_rect = *src_rect_in; |
| dst_rect = *dst_rect_in; |
| |
| restore_rt = context_get_rt_surface(old_ctx); |
| if (restore_rt != dst_surface) |
| context = context_acquire(device, dst_surface); |
| else |
| restore_rt = NULL; |
| |
| gl_info = context->gl_info; |
| |
| /* Make sure the surface is up-to-date. This should probably use |
| * surface_load_location() and worry about the destination surface too, |
| * unless we're overwriting it completely. */ |
| wined3d_texture_load(src_texture, context, FALSE); |
| |
| /* Activate the destination context, set it up for blitting */ |
| context_apply_blit_state(context, device); |
| |
| if (!wined3d_resource_is_offscreen(&dst_texture->resource)) |
| surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect); |
| |
| device->blitter->set_shader(device->blit_priv, context, src_surface, NULL); |
| |
| if (alpha_test) |
| { |
| gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST); |
| checkGLcall("glEnable(GL_ALPHA_TEST)"); |
| |
| /* For P8 surfaces, the alpha component contains the palette index. |
| * Which means that the colorkey is one of the palette entries. In |
| * other cases pixels that should be masked away have alpha set to 0. */ |
| if (src_texture->resource.format->id == WINED3DFMT_P8_UINT) |
| gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, |
| (float)src_texture->async.src_blt_color_key.color_space_low_value / 255.0f); |
| else |
| gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f); |
| checkGLcall("glAlphaFunc"); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); |
| checkGLcall("glDisable(GL_ALPHA_TEST)"); |
| } |
| |
| draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter); |
| |
| if (alpha_test) |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); |
| checkGLcall("glDisable(GL_ALPHA_TEST)"); |
| } |
| |
| /* Leave the opengl state valid for blitting */ |
| device->blitter->unset_shader(context->gl_info); |
| |
| if (wined3d_settings.strict_draw_ordering |
| || (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)) |
| gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ |
| |
| if (restore_rt) |
| context_restore(context, restore_rt); |
| } |
| |
| HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const struct wined3d_color *color) |
| { |
| struct wined3d_resource *resource = &s->container->resource; |
| struct wined3d_device *device = resource->device; |
| struct wined3d_rendertarget_view_desc view_desc; |
| struct wined3d_rendertarget_view *view; |
| const struct blit_shader *blitter; |
| HRESULT hr; |
| |
| if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, |
| WINED3D_BLIT_OP_COLOR_FILL, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format))) |
| { |
| FIXME("No blitter is capable of performing the requested color fill operation.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| view_desc.format_id = resource->format->id; |
| view_desc.u.texture.level_idx = s->texture_level; |
| view_desc.u.texture.layer_idx = s->texture_layer; |
| view_desc.u.texture.layer_count = 1; |
| if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, |
| resource, NULL, &wined3d_null_parent_ops, &view))) |
| { |
| ERR("Failed to create rendertarget view, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| hr = blitter->color_fill(device, view, rect, color); |
| wined3d_rendertarget_view_decref(view); |
| |
| return hr; |
| } |
| |
| static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RECT *dst_rect, |
| struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, |
| const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) |
| { |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| struct wined3d_device *device = dst_texture->resource.device; |
| const struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(device->fb.render_targets[0]); |
| struct wined3d_swapchain *src_swapchain, *dst_swapchain; |
| struct wined3d_texture *src_texture; |
| |
| TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n", |
| dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect), |
| flags, fx, debug_d3dtexturefiltertype(filter)); |
| |
| /* Get the swapchain. One of the surfaces has to be a primary surface */ |
| if (dst_texture->resource.pool == WINED3D_POOL_SYSTEM_MEM) |
| { |
| WARN("Destination is in sysmem, rejecting gl blt\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| dst_swapchain = dst_texture->swapchain; |
| |
| if (src_surface) |
| { |
| src_texture = src_surface->container; |
| if (src_texture->resource.pool == WINED3D_POOL_SYSTEM_MEM) |
| { |
| WARN("Src is in sysmem, rejecting gl blt\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| src_swapchain = src_texture->swapchain; |
| } |
| else |
| { |
| src_texture = NULL; |
| src_swapchain = NULL; |
| } |
| |
| /* Early sort out of cases where no render target is used */ |
| if (!dst_swapchain && !src_swapchain && src_surface != rt && dst_surface != rt) |
| { |
| TRACE("No surface is render target, not using hardware blit.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* No destination color keying supported */ |
| if (flags & (WINED3D_BLT_DST_CKEY | WINED3D_BLT_DST_CKEY_OVERRIDE)) |
| { |
| /* Can we support that with glBlendFunc if blitting to the frame buffer? */ |
| TRACE("Destination color key not supported in accelerated Blit, falling back to software\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (dst_swapchain && dst_swapchain == src_swapchain) |
| { |
| FIXME("Implement hardware blit between two surfaces on the same swapchain\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (dst_swapchain && src_swapchain) |
| { |
| FIXME("Implement hardware blit between two different swapchains\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (dst_swapchain) |
| { |
| /* Handled with regular texture -> swapchain blit */ |
| if (src_surface == rt) |
| TRACE("Blit from active render target to a swapchain\n"); |
| } |
| else if (src_swapchain && dst_surface == rt) |
| { |
| FIXME("Implement blit from a swapchain to the active render target\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if ((src_swapchain || src_surface == rt) && !dst_swapchain) |
| { |
| unsigned int src_width, src_height; |
| /* Blit from render target to texture */ |
| BOOL stretchx; |
| |
| /* P8 read back is not implemented */ |
| if (src_texture->resource.format->id == WINED3DFMT_P8_UINT |
| || dst_texture->resource.format->id == WINED3DFMT_P8_UINT) |
| { |
| TRACE("P8 read back not supported by frame buffer to texture blit\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_SRC_CKEY_OVERRIDE)) |
| { |
| TRACE("Color keying not supported by frame buffer to texture blit\n"); |
| return WINED3DERR_INVALIDCALL; |
| /* Destination color key is checked above */ |
| } |
| |
| if (dst_rect->right - dst_rect->left != src_rect->right - src_rect->left) |
| stretchx = TRUE; |
| else |
| stretchx = FALSE; |
| |
| /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot |
| * flip the image nor scale it. |
| * |
| * -> If the app asks for an unscaled, upside down copy, just perform one glCopyTexSubImage2D call |
| * -> If the app wants an image width an unscaled width, copy it line per line |
| * -> If the app wants an image that is scaled on the x axis, and the destination rectangle is smaller |
| * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the |
| * back buffer. This is slower than reading line per line, thus not used for flipping |
| * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied |
| * pixel by pixel. */ |
| src_width = wined3d_texture_get_level_width(src_texture, src_surface->texture_level); |
| src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level); |
| if (!stretchx || dst_rect->right - dst_rect->left > src_width |
| || dst_rect->bottom - dst_rect->top > src_height) |
| { |
| TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n"); |
| fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, filter); |
| } |
| else |
| { |
| TRACE("Using hardware stretching to flip / stretch the texture.\n"); |
| fb_copy_to_texture_hwstretch(dst_surface, src_surface, src_rect, dst_rect, filter); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */ |
| TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void surface_depth_blt(const struct wined3d_surface *surface, struct wined3d_context *context, |
| GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target) |
| { |
| struct wined3d_device *device = surface->container->resource.device; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| GLint compare_mode = GL_NONE; |
| struct blt_info info; |
| GLint old_binding = 0; |
| RECT rect; |
| |
| gl_info->gl_ops.gl.p_glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT); |
| |
| gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE); |
| gl_info->gl_ops.gl.p_glDisable(GL_BLEND); |
| gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); |
| gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); |
| gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); |
| gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST); |
| gl_info->gl_ops.gl.p_glDepthFunc(GL_ALWAYS); |
| gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); |
| gl_info->gl_ops.gl.p_glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| gl_info->gl_ops.gl.p_glViewport(x, y, w, h); |
| gl_info->gl_ops.gl.p_glDepthRange(0.0, 1.0); |
| |
| SetRect(&rect, 0, h, w, 0); |
| surface_get_blt_info(target, &rect, |
| wined3d_texture_get_level_pow2_width(surface->container, surface->texture_level), |
| wined3d_texture_get_level_pow2_height(surface->container, surface->texture_level), &info); |
| context_active_texture(context, context->gl_info, 0); |
| gl_info->gl_ops.gl.p_glGetIntegerv(info.binding, &old_binding); |
| gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, texture); |
| if (gl_info->supported[ARB_SHADOW]) |
| { |
| gl_info->gl_ops.gl.p_glGetTexParameteriv(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, &compare_mode); |
| if (compare_mode != GL_NONE) |
| gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); |
| } |
| |
| device->shader_backend->shader_select_depth_blt(device->shader_priv, |
| gl_info, info.tex_type, &surface->ds_current_size); |
| |
| gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); |
| gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[0]); |
| gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f); |
| gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[1]); |
| gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f); |
| gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[2]); |
| gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f); |
| gl_info->gl_ops.gl.p_glTexCoord3fv(info.coords[3]); |
| gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f); |
| gl_info->gl_ops.gl.p_glEnd(); |
| |
| if (compare_mode != GL_NONE) |
| gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_COMPARE_MODE_ARB, compare_mode); |
| gl_info->gl_ops.gl.p_glBindTexture(info.bind_target, old_binding); |
| |
| gl_info->gl_ops.gl.p_glPopAttrib(); |
| |
| device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info); |
| } |
| |
| void surface_modify_ds_location(struct wined3d_surface *surface, |
| DWORD location, UINT w, UINT h) |
| { |
| struct wined3d_texture *texture = surface->container; |
| unsigned int sub_resource_idx; |
| |
| TRACE("surface %p, new location %#x, w %u, h %u.\n", surface, location, w, h); |
| |
| sub_resource_idx = surface_get_sub_resource_idx(surface); |
| surface->ds_current_size.cx = w; |
| surface->ds_current_size.cy = h; |
| wined3d_texture_validate_location(texture, sub_resource_idx, location); |
| wined3d_texture_invalidate_location(texture, sub_resource_idx, ~location); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location) |
| { |
| unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); |
| struct wined3d_texture *texture = surface->container; |
| struct wined3d_device *device = texture->resource.device; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| GLsizei w, h; |
| |
| TRACE("surface %p, context %p, new location %#x.\n", surface, context, location); |
| |
| /* TODO: Make this work for modes other than FBO */ |
| if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return; |
| |
| if (!(texture->sub_resources[sub_resource_idx].locations & location)) |
| { |
| w = surface->ds_current_size.cx; |
| h = surface->ds_current_size.cy; |
| surface->ds_current_size.cx = 0; |
| surface->ds_current_size.cy = 0; |
| } |
| else |
| { |
| w = wined3d_texture_get_level_width(texture, surface->texture_level); |
| h = wined3d_texture_get_level_height(texture, surface->texture_level); |
| } |
| |
| if (surface->current_renderbuffer) |
| { |
| FIXME("Not supported with fixed up depth stencil.\n"); |
| return; |
| } |
| |
| wined3d_texture_prepare_location(texture, sub_resource_idx, context, location); |
| |
| if (location == WINED3D_LOCATION_TEXTURE_RGB) |
| { |
| GLint old_binding = 0; |
| GLenum bind_target; |
| |
| /* The render target is allowed to be smaller than the depth/stencil |
| * buffer, so the onscreen depth/stencil buffer is potentially smaller |
| * than the offscreen surface. Don't overwrite the offscreen surface |
| * with undefined data. */ |
| w = min(w, context->swapchain->desc.backbuffer_width); |
| h = min(h, context->swapchain->desc.backbuffer_height); |
| |
| TRACE("Copying onscreen depth buffer to depth texture.\n"); |
| |
| if (!device->depth_blt_texture) |
| gl_info->gl_ops.gl.p_glGenTextures(1, &device->depth_blt_texture); |
| |
| /* Note that we use depth_blt here as well, rather than glCopyTexImage2D |
| * directly on the FBO texture. That's because we need to flip. */ |
| context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, |
| context->swapchain->front_buffer->sub_resources[0].u.surface, |
| NULL, WINED3D_LOCATION_DRAWABLE); |
| if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB) |
| { |
| gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding); |
| bind_target = GL_TEXTURE_RECTANGLE_ARB; |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding); |
| bind_target = GL_TEXTURE_2D; |
| } |
| gl_info->gl_ops.gl.p_glBindTexture(bind_target, device->depth_blt_texture); |
| /* We use GL_DEPTH_COMPONENT instead of the surface's specific |
| * internal format, because the internal format might include stencil |
| * data. In principle we should copy stencil data as well, but unless |
| * the driver supports stencil export it's hard to do, and doesn't |
| * seem to be needed in practice. If the hardware doesn't support |
| * writing stencil data, the glCopyTexImage2D() call might trigger |
| * software fallbacks. */ |
| gl_info->gl_ops.gl.p_glCopyTexImage2D(bind_target, 0, GL_DEPTH_COMPONENT, 0, 0, w, h, 0); |
| gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| gl_info->gl_ops.gl.p_glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
| gl_info->gl_ops.gl.p_glBindTexture(bind_target, old_binding); |
| |
| context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, |
| NULL, surface, WINED3D_LOCATION_TEXTURE_RGB); |
| context_set_draw_buffer(context, GL_NONE); |
| |
| /* Do the actual blit */ |
| surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target); |
| checkGLcall("depth_blt"); |
| |
| context_invalidate_state(context, STATE_FRAMEBUFFER); |
| |
| if (wined3d_settings.strict_draw_ordering) |
| gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ |
| } |
| else if (location == WINED3D_LOCATION_DRAWABLE) |
| { |
| TRACE("Copying depth texture to onscreen depth buffer.\n"); |
| |
| context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, |
| context->swapchain->front_buffer->sub_resources[0].u.surface, |
| NULL, WINED3D_LOCATION_DRAWABLE); |
| surface_depth_blt(surface, context, texture->texture_rgb.name, 0, |
| wined3d_texture_get_level_pow2_height(texture, surface->texture_level) - h, |
| w, h, surface->texture_target); |
| checkGLcall("depth_blt"); |
| |
| context_invalidate_state(context, STATE_FRAMEBUFFER); |
| |
| if (wined3d_settings.strict_draw_ordering) |
| gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ |
| } |
| else |
| { |
| ERR("Invalid location (%#x) specified.\n", location); |
| } |
| } |
| |
| static DWORD resource_access_from_location(DWORD location) |
| { |
| switch (location) |
| { |
| case WINED3D_LOCATION_SYSMEM: |
| case WINED3D_LOCATION_USER_MEMORY: |
| case WINED3D_LOCATION_BUFFER: |
| return WINED3D_RESOURCE_ACCESS_CPU; |
| |
| case WINED3D_LOCATION_DRAWABLE: |
| case WINED3D_LOCATION_TEXTURE_SRGB: |
| case WINED3D_LOCATION_TEXTURE_RGB: |
| case WINED3D_LOCATION_RB_MULTISAMPLE: |
| case WINED3D_LOCATION_RB_RESOLVED: |
| return WINED3D_RESOURCE_ACCESS_GPU; |
| |
| default: |
| FIXME("Unhandled location %#x.\n", location); |
| return 0; |
| } |
| } |
| |
| static void surface_copy_simple_location(struct wined3d_surface *surface, DWORD location) |
| { |
| unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); |
| struct wined3d_texture *texture = surface->container; |
| struct wined3d_device *device = texture->resource.device; |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_context *context; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_bo_address dst, src; |
| |
| sub_resource = &texture->sub_resources[sub_resource_idx]; |
| wined3d_texture_get_memory(texture, sub_resource_idx, &dst, location); |
| wined3d_texture_get_memory(texture, sub_resource_idx, &src, sub_resource->locations); |
| |
| if (dst.buffer_object) |
| { |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object)); |
| GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, sub_resource->size, src.addr)); |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)); |
| checkGLcall("Upload PBO"); |
| context_release(context); |
| return; |
| } |
| if (src.buffer_object) |
| { |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object)); |
| GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, sub_resource->size, dst.addr)); |
| GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)); |
| checkGLcall("Download PBO"); |
| context_release(context); |
| return; |
| } |
| memcpy(dst.addr, src.addr, sub_resource->size); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void surface_load_sysmem(struct wined3d_surface *surface, |
| struct wined3d_context *context, DWORD dst_location) |
| { |
| unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_texture *texture = surface->container; |
| struct wined3d_texture_sub_resource *sub_resource; |
| |
| wined3d_texture_prepare_location(texture, sub_resource_idx, context, dst_location); |
| |
| sub_resource = &texture->sub_resources[sub_resource_idx]; |
| if (sub_resource->locations & surface_simple_locations) |
| { |
| surface_copy_simple_location(surface, dst_location); |
| return; |
| } |
| |
| if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)) |
| surface_load_location(surface, context, WINED3D_LOCATION_TEXTURE_RGB); |
| |
| /* Download the surface to system memory. */ |
| if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)) |
| { |
| wined3d_texture_bind_and_dirtify(texture, context, |
| !(sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)); |
| surface_download_data(surface, gl_info, dst_location); |
| ++texture->download_count; |
| |
| return; |
| } |
| |
| if (sub_resource->locations & WINED3D_LOCATION_DRAWABLE) |
| { |
| read_from_framebuffer(surface, context, dst_location); |
| return; |
| } |
| |
| FIXME("Can't load surface %p with location flags %s into sysmem.\n", |
| surface, wined3d_debug_location(sub_resource->locations)); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static HRESULT surface_load_drawable(struct wined3d_surface *surface, |
| struct wined3d_context *context) |
| { |
| struct wined3d_texture *texture = surface->container; |
| RECT r; |
| |
| if (wined3d_settings.offscreen_rendering_mode == ORM_FBO |
| && wined3d_resource_is_offscreen(&texture->resource)) |
| { |
| ERR("Trying to load offscreen surface into WINED3D_LOCATION_DRAWABLE.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| surface_get_rect(surface, NULL, &r); |
| surface_load_location(surface, context, WINED3D_LOCATION_TEXTURE_RGB); |
| surface_blt_to_drawable(texture->resource.device, context, |
| WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT surface_load_texture(struct wined3d_surface *surface, |
| struct wined3d_context *context, BOOL srgb) |
| { |
| unsigned int width, height, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch; |
| unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| struct wined3d_texture *texture = surface->container; |
| struct wined3d_device *device = texture->resource.device; |
| const struct wined3d_color_key_conversion *conversion; |
| struct wined3d_texture_sub_resource *sub_resource; |
| struct wined3d_bo_address data; |
| BYTE *src_mem, *dst_mem = NULL; |
| struct wined3d_format format; |
| POINT dst_point = {0, 0}; |
| RECT src_rect; |
| |
| sub_resource = surface_get_sub_resource(surface); |
| if (wined3d_settings.offscreen_rendering_mode != ORM_FBO |
| && wined3d_resource_is_offscreen(&texture->resource) |
| && (sub_resource->locations & WINED3D_LOCATION_DRAWABLE)) |
| { |
| surface_load_fb_texture(surface, srgb, context); |
| |
| return WINED3D_OK; |
| } |
| |
| width = wined3d_texture_get_level_width(texture, surface->texture_level); |
| height = wined3d_texture_get_level_height(texture, surface->texture_level); |
| SetRect(&src_rect, 0, 0, width, height); |
| |
| if (sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB) |
| && (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB) |
| && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT, |
| NULL, texture->resource.usage, texture->resource.pool, texture->resource.format, |
| NULL, texture->resource.usage, texture->resource.pool, texture->resource.format)) |
| { |
| if (srgb) |
| surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_RGB, |
| &src_rect, surface, WINED3D_LOCATION_TEXTURE_SRGB, &src_rect); |
| else |
| surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_SRGB, |
| &src_rect, surface, WINED3D_LOCATION_TEXTURE_RGB, &src_rect); |
| |
| return WINED3D_OK; |
| } |
| |
| if (sub_resource->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED) |
| && (!srgb || (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)) |
| && fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT, |
| NULL, texture->resource.usage, texture->resource.pool, texture->resource.format, |
| NULL, texture->resource.usage, texture->resource.pool, texture->resource.format)) |
| { |
| DWORD src_location = sub_resource->locations & WINED3D_LOCATION_RB_RESOLVED ? |
| WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE; |
| DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB; |
| |
| surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, src_location, |
| &src_rect, surface, dst_location, &src_rect); |
| |
| return WINED3D_OK; |
| } |
| |
| /* Upload from system memory */ |
| |
| if (srgb) |
| { |
| if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_RGB | texture->resource.map_binding)) |
| == WINED3D_LOCATION_TEXTURE_RGB) |
| { |
| FIXME_(d3d_perf)("Downloading RGB surface %p to reload it as sRGB.\n", surface); |
| surface_load_location(surface, context, texture->resource.map_binding); |
| } |
| } |
| else |
| { |
| if ((sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | texture->resource.map_binding)) |
| == WINED3D_LOCATION_TEXTURE_SRGB) |
| { |
| FIXME_(d3d_perf)("Downloading sRGB surface %p to reload it as RGB.\n", surface); |
| surface_load_location(surface, context, texture->resource.map_binding); |
| } |
| } |
| |
| if (!(sub_resource->locations & surface_simple_locations)) |
| { |
| WARN("Trying to load a texture from sysmem, but no simple location is valid.\n"); |
| /* Lets hope we get it from somewhere... */ |
| surface_load_location(surface, context, WINED3D_LOCATION_SYSMEM); |
| } |
| |
| wined3d_texture_prepare_texture(texture, context, srgb); |
| wined3d_texture_bind_and_dirtify(texture, context, srgb); |
| wined3d_texture_get_pitch(texture, surface->texture_level, &src_row_pitch, &src_slice_pitch); |
| |
| format = *texture->resource.format; |
| if ((conversion = wined3d_format_get_color_key_conversion(texture, TRUE))) |
| format = *wined3d_get_format(gl_info, conversion->dst_format); |
| |
| /* Don't use PBOs for converted surfaces. During PBO conversion we look at |
| * WINED3D_TEXTURE_CONVERTED but it isn't set (yet) in all cases it is |
| * getting called. */ |
| if ((format.convert || conversion) && texture->sub_resources[sub_resource_idx].buffer_object) |
| { |
| TRACE("Removing the pbo attached to surface %p.\n", surface); |
| |
| surface_load_location(surface, context, WINED3D_LOCATION_SYSMEM); |
| wined3d_texture_set_map_binding(texture, WINED3D_LOCATION_SYSMEM); |
| } |
| |
| wined3d_texture_get_memory(texture, sub_resource_idx, &data, sub_resource->locations); |
| if (format.convert) |
| { |
| /* This code is entered for texture formats which need a fixup. */ |
| format.byte_count = format.conv_byte_count; |
| wined3d_format_calculate_pitch(&format, 1, width, height, &dst_row_pitch, &dst_slice_pitch); |
| |
| src_mem = wined3d_texture_map_bo_address(&data, src_slice_pitch, |
| gl_info, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READONLY); |
| if (!(dst_mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch))) |
| { |
| ERR("Out of memory (%u).\n", dst_slice_pitch); |
| context_release(context); |
| return E_OUTOFMEMORY; |
| } |
| format.convert(src_mem, dst_mem, src_row_pitch, src_slice_pitch, |
| dst_row_pitch, dst_slice_pitch, width, height, 1); |
| src_row_pitch = dst_row_pitch; |
| wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER); |
| |
| data.buffer_object = 0; |
| data.addr = dst_mem; |
| } |
| else if (conversion) |
| { |
| /* This code is only entered for color keying fixups */ |
| struct wined3d_palette *palette = NULL; |
| |
| wined3d_format_calculate_pitch(&format, device->surface_alignment, |
| width, height, &dst_row_pitch, &dst_slice_pitch); |
| |
| src_mem = wined3d_texture_map_bo_address(&data, src_slice_pitch, |
| gl_info, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READONLY); |
| if (!(dst_mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch))) |
| { |
| ERR("Out of memory (%u).\n", dst_slice_pitch); |
| context_release(context); |
| return E_OUTOFMEMORY; |
| } |
| if (texture->swapchain && texture->swapchain->palette) |
| palette = texture->swapchain->palette; |
| conversion->convert(src_mem, src_row_pitch, dst_mem, dst_row_pitch, |
| width, height, palette, &texture->async.gl_color_key); |
| src_row_pitch = dst_row_pitch; |
| wined3d_texture_unmap_bo_address(&data, gl_info, GL_PIXEL_UNPACK_BUFFER); |
| |
| data.buffer_object = 0; |
| data.addr = dst_mem; |
| } |
| |
| wined3d_surface_upload_data(surface, gl_info, &format, &src_rect, |
| src_row_pitch, &dst_point, srgb, wined3d_const_bo_address(&data)); |
| |
| HeapFree(GetProcessHeap(), 0, dst_mem); |
| |
| return WINED3D_OK; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void surface_load_renderbuffer(struct wined3d_surface *surface, struct wined3d_context *context, |
| DWORD dst_location) |
| { |
| struct wined3d_texture *texture = surface->container; |
| const RECT rect = {0, 0, |
| wined3d_texture_get_level_width(texture, surface->texture_level), |
| wined3d_texture_get_level_height(texture, surface->texture_level)}; |
| DWORD locations = surface_get_sub_resource(surface)->locations; |
| DWORD src_location; |
| |
| if (locations & WINED3D_LOCATION_RB_MULTISAMPLE) |
| src_location = WINED3D_LOCATION_RB_MULTISAMPLE; |
| else if (locations & WINED3D_LOCATION_RB_RESOLVED) |
| src_location = WINED3D_LOCATION_RB_RESOLVED; |
| else if (locations & WINED3D_LOCATION_TEXTURE_SRGB) |
| src_location = WINED3D_LOCATION_TEXTURE_SRGB; |
| else /* surface_blt_fbo will load the source location if necessary. */ |
| src_location = WINED3D_LOCATION_TEXTURE_RGB; |
| |
| surface_blt_fbo(texture->resource.device, context, WINED3D_TEXF_POINT, |
| surface, src_location, &rect, surface, dst_location, &rect); |
| } |
| |
| /* Context activation is done by the caller. Context may be NULL in ddraw-only mode. */ |
| HRESULT surface_load_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location) |
| { |
| unsigned int sub_resource_idx = surface_get_sub_resource_idx(surface); |
| struct wined3d_texture *texture = surface->container; |
| struct wined3d_texture_sub_resource *sub_resource; |
| unsigned int surface_w, surface_h; |
| HRESULT hr; |
| |
| TRACE("surface %p, location %s.\n", surface, wined3d_debug_location(location)); |
| |
| surface_w = wined3d_texture_get_level_width(texture, surface->texture_level); |
| surface_h = wined3d_texture_get_level_height(texture, surface->texture_level); |
| |
| sub_resource = &texture->sub_resources[sub_resource_idx]; |
| if (sub_resource->locations & location && (!(texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) |
| || (surface->ds_current_size.cx == surface_w && surface->ds_current_size.cy == surface_h))) |
| { |
| TRACE("Location (%#x) is already up to date.\n", location); |
| return WINED3D_OK; |
| } |
| |
| if (WARN_ON(d3d)) |
| { |
| DWORD required_access = resource_access_from_location(location); |
| if ((texture->resource.access_flags & required_access) != required_access) |
| WARN("Operation requires %#x access, but surface only has %#x.\n", |
| required_access, texture->resource.access_flags); |
| } |
| |
| if (sub_resource->locations & WINED3D_LOCATION_DISCARDED) |
| { |
| TRACE("Surface previously discarded, nothing to do.\n"); |
| wined3d_texture_prepare_location(texture, sub_resource_idx, context, location); |
| wined3d_texture_validate_location(texture, sub_resource_idx, location); |
| wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED); |
| goto done; |
| } |
| |
| if (!sub_resource->locations) |
| { |
| ERR("Surface %p does not have any up to date location.\n", surface); |
| wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_DISCARDED); |
| return surface_load_location(surface, context, location); |
| } |
| |
| if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) |
| { |
| if ((location == WINED3D_LOCATION_TEXTURE_RGB && sub_resource->locations & WINED3D_LOCATION_DRAWABLE) |
| || (location == WINED3D_LOCATION_DRAWABLE && sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)) |
| { |
| surface_load_ds_location(surface, context, location); |
| goto done; |
| } |
| |
| FIXME("Unimplemented copy from %s to %s for depth/stencil buffers.\n", |
| wined3d_debug_location(sub_resource->locations), wined3d_debug_location(location)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| switch (location) |
| { |
| case WINED3D_LOCATION_USER_MEMORY: |
| case WINED3D_LOCATION_SYSMEM: |
| case WINED3D_LOCATION_BUFFER: |
| surface_load_sysmem(surface, context, location); |
| break; |
| |
| case WINED3D_LOCATION_DRAWABLE: |
| if (FAILED(hr = surface_load_drawable(surface, context))) |
| return hr; |
| break; |
| |
| case WINED3D_LOCATION_RB_RESOLVED: |
| case WINED3D_LOCATION_RB_MULTISAMPLE: |
| surface_load_renderbuffer(surface, context, location); |
| break; |
| |
| case WINED3D_LOCATION_TEXTURE_RGB: |
| case WINED3D_LOCATION_TEXTURE_SRGB: |
| if (FAILED(hr = surface_load_texture(surface, context, |
| location == WINED3D_LOCATION_TEXTURE_SRGB))) |
| return hr; |
| break; |
| |
| default: |
| ERR("Don't know how to handle location %#x.\n", location); |
| break; |
| } |
| |
| done: |
| wined3d_texture_validate_location(texture, sub_resource_idx, location); |
| |
| if (texture->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) |
| { |
| surface->ds_current_size.cx = surface_w; |
| surface->ds_current_size.cy = surface_h; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT ffp_blit_alloc(struct wined3d_device *device) { return WINED3D_OK; } |
| /* Context activation is done by the caller. */ |
| static void ffp_blit_free(struct wined3d_device *device) { } |
| |
| /* Context activation is done by the caller. */ |
| static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface, |
| const struct wined3d_color_key *color_key) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| |
| gl_info->gl_ops.gl.p_glEnable(surface->container->target); |
| checkGLcall("glEnable(target)"); |
| |
| return WINED3D_OK; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void ffp_blit_unset(const struct wined3d_gl_info *gl_info) |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D); |
| checkGLcall("glDisable(GL_TEXTURE_2D)"); |
| if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); |
| } |
| if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB); |
| checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); |
| } |
| } |
| |
| static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, |
| const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op, |
| const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, |
| const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format) |
| { |
| if (src_pool == WINED3D_POOL_SYSTEM_MEM || dst_pool == WINED3D_POOL_SYSTEM_MEM) |
| { |
| TRACE("Source or destination is in system memory.\n"); |
| return FALSE; |
| } |
| |
| switch (blit_op) |
| { |
| case WINED3D_BLIT_OP_COLOR_BLIT_CKEY: |
| if (d3d_info->shader_color_key) |
| { |
| TRACE("Color keying requires converted textures.\n"); |
| return FALSE; |
| } |
| case WINED3D_BLIT_OP_COLOR_BLIT: |
| case WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST: |
| if (TRACE_ON(d3d)) |
| { |
| TRACE("Checking support for fixup:\n"); |
| dump_color_fixup_desc(src_format->color_fixup); |
| } |
| |
| /* We only support identity conversions. */ |
| if (!is_identity_fixup(src_format->color_fixup) |
| || !is_identity_fixup(dst_format->color_fixup)) |
| { |
| TRACE("Fixups are not supported.\n"); |
| return FALSE; |
| } |
| |
| if (!(dst_usage & WINED3DUSAGE_RENDERTARGET)) |
| { |
| TRACE("Can only blit to render targets.\n"); |
| return FALSE; |
| } |
| return TRUE; |
| |
| case WINED3D_BLIT_OP_COLOR_FILL: |
| if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) |
| { |
| if (!((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE) |
| || (dst_usage & WINED3DUSAGE_RENDERTARGET))) |
| return FALSE; |
| } |
| else if (!(dst_usage & WINED3DUSAGE_RENDERTARGET)) |
| { |
| TRACE("Color fill not supported\n"); |
| return FALSE; |
| } |
| |
| /* FIXME: We should reject color fills on formats with fixups, |
| * but this would break P8 color fills for example. */ |
| |
| return TRUE; |
| |
| case WINED3D_BLIT_OP_DEPTH_FILL: |
| return TRUE; |
| |
| default: |
| TRACE("Unsupported blit_op=%d\n", blit_op); |
| return FALSE; |
| } |
| } |
| |
| static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view, |
| const RECT *rect, const struct wined3d_color *color) |
| { |
| const RECT draw_rect = {0, 0, view->width, view->height}; |
| struct wined3d_fb_state fb = {&view, NULL}; |
| |
| device_clear_render_targets(device, 1, &fb, 1, rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0); |
| |
| return WINED3D_OK; |
| } |
| |
| static HRESULT ffp_blit_depth_fill(struct wined3d_device *device, |
| struct wined3d_rendertarget_view *view, const RECT *rect, DWORD clear_flags, |
| float depth, DWORD stencil) |
| { |
| const RECT draw_rect = {0, 0, view->width, view->height}; |
| struct wined3d_fb_state fb = {NULL, view}; |
| |
| device_clear_render_targets(device, 0, &fb, 1, rect, &draw_rect, clear_flags, NULL, depth, stencil); |
| |
| return WINED3D_OK; |
| } |
| |
| static void ffp_blit_blit_surface(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter, |
| struct wined3d_surface *src_surface, const RECT *src_rect, |
| struct wined3d_surface *dst_surface, const RECT *dst_rect, |
| const struct wined3d_color_key *color_key) |
| { |
| unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface); |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| struct wined3d_texture *src_texture = src_surface->container; |
| struct wined3d_context *context; |
| |
| /* Blit from offscreen surface to render target */ |
| struct wined3d_color_key old_blt_key = src_texture->async.src_blt_color_key; |
| DWORD old_color_key_flags = src_texture->async.color_key_flags; |
| |
| TRACE("Blt from surface %p to rendertarget %p\n", src_surface, dst_surface); |
| |
| wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, color_key); |
| |
| context = context_acquire(device, dst_surface); |
| |
| if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST) |
| glEnable(GL_ALPHA_TEST); |
| |
| surface_blt_to_drawable(device, context, filter, |
| !!color_key, src_surface, src_rect, dst_surface, dst_rect); |
| |
| if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST) |
| glDisable(GL_ALPHA_TEST); |
| |
| context_release(context); |
| |
| /* Restore the color key parameters */ |
| wined3d_texture_set_color_key(src_texture, WINED3D_CKEY_SRC_BLT, |
| (old_color_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_blt_key : NULL); |
| |
| wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_texture->resource.draw_binding); |
| wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_texture->resource.draw_binding); |
| } |
| |
| const struct blit_shader ffp_blit = { |
| ffp_blit_alloc, |
| ffp_blit_free, |
| ffp_blit_set, |
| ffp_blit_unset, |
| ffp_blit_supported, |
| ffp_blit_color_fill, |
| ffp_blit_depth_fill, |
| ffp_blit_blit_surface, |
| }; |
| |
| static HRESULT cpu_blit_alloc(struct wined3d_device *device) |
| { |
| return WINED3D_OK; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void cpu_blit_free(struct wined3d_device *device) |
| { |
| } |
| |
| /* Context activation is done by the caller. */ |
| static HRESULT cpu_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface, |
| const struct wined3d_color_key *color_key) |
| { |
| return WINED3D_OK; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void cpu_blit_unset(const struct wined3d_gl_info *gl_info) |
| { |
| } |
| |
| static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, |
| const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op, |
| const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, |
| const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format) |
| { |
| if (blit_op == WINED3D_BLIT_OP_COLOR_FILL) |
| { |
| return TRUE; |
| } |
| |
| return FALSE; |
| } |
| |
| static HRESULT surface_cpu_blt_compressed(const BYTE *src_data, BYTE *dst_data, |
| UINT src_pitch, UINT dst_pitch, UINT update_w, UINT update_h, |
| const struct wined3d_format *format, DWORD flags, const struct wined3d_blt_fx *fx) |
| { |
| UINT row_block_count; |
| const BYTE *src_row; |
| BYTE *dst_row; |
| UINT x, y; |
| |
| src_row = src_data; |
| dst_row = dst_data; |
| |
| row_block_count = (update_w + format->block_width - 1) / format->block_width; |
| |
| if (!flags) |
| { |
| for (y = 0; y < update_h; y += format->block_height) |
| { |
| memcpy(dst_row, src_row, row_block_count * format->block_byte_count); |
| src_row += src_pitch; |
| dst_row += dst_pitch; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| if (flags == WINED3D_BLT_FX && fx->fx == WINEDDBLTFX_MIRRORUPDOWN) |
| { |
| src_row += (((update_h / format->block_height) - 1) * src_pitch); |
| |
| switch (format->id) |
| { |
| case WINED3DFMT_DXT1: |
| for (y = 0; y < update_h; y += format->block_height) |
| { |
| struct block |
| { |
| WORD color[2]; |
| BYTE control_row[4]; |
| }; |
| |
| const struct block *s = (const struct block *)src_row; |
| struct block *d = (struct block *)dst_row; |
| |
| for (x = 0; x < row_block_count; ++x) |
| { |
| d[x].color[0] = s[x].color[0]; |
| d[x].color[1] = s[x].color[1]; |
| d[x].control_row[0] = s[x].control_row[3]; |
| d[x].control_row[1] = s[x].control_row[2]; |
| d[x].control_row[2] = s[x].control_row[1]; |
| d[x].control_row[3] = s[x].control_row[0]; |
| } |
| src_row -= src_pitch; |
| dst_row += dst_pitch; |
| } |
| return WINED3D_OK; |
| |
| case WINED3DFMT_DXT2: |
| case WINED3DFMT_DXT3: |
| for (y = 0; y < update_h; y += format->block_height) |
| { |
| struct block |
| { |
| WORD alpha_row[4]; |
| WORD color[2]; |
| BYTE control_row[4]; |
| }; |
| |
| const struct block *s = (const struct block *)src_row; |
| struct block *d = (struct block *)dst_row; |
| |
| for (x = 0; x < row_block_count; ++x) |
| { |
| d[x].alpha_row[0] = s[x].alpha_row[3]; |
| d[x].alpha_row[1] = s[x].alpha_row[2]; |
| d[x].alpha_row[2] = s[x].alpha_row[1]; |
| d[x].alpha_row[3] = s[x].alpha_row[0]; |
| d[x].color[0] = s[x].color[0]; |
| d[x].color[1] = s[x].color[1]; |
| d[x].control_row[0] = s[x].control_row[3]; |
| d[x].control_row[1] = s[x].control_row[2]; |
| d[x].control_row[2] = s[x].control_row[1]; |
| d[x].control_row[3] = s[x].control_row[0]; |
| } |
| src_row -= src_pitch; |
| dst_row += dst_pitch; |
| } |
| return WINED3D_OK; |
| |
| default: |
| FIXME("Compressed flip not implemented for format %s.\n", |
| debug_d3dformat(format->id)); |
| return E_NOTIMPL; |
| } |
| } |
| |
| FIXME("Unsupported blit on compressed surface (format %s, flags %#x, DDFX %#x).\n", |
| debug_d3dformat(format->id), flags, flags & WINED3D_BLT_FX ? fx->fx : 0); |
| |
| return E_NOTIMPL; |
| } |
| |
| static HRESULT surface_cpu_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, |
| const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, |
| const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx, |
| enum wined3d_texture_filter_type filter) |
| { |
| unsigned int bpp, src_height, src_width, dst_height, dst_width, row_byte_count; |
| const struct wined3d_format *src_format, *dst_format; |
| struct wined3d_texture *converted_texture = NULL; |
| unsigned int src_fmt_flags, dst_fmt_flags; |
| struct wined3d_map_desc dst_map, src_map; |
| const BYTE *sbase = NULL; |
| HRESULT hr = WINED3D_OK; |
| BOOL same_sub_resource; |
| const BYTE *sbuf; |
| BYTE *dbuf; |
| int x, y; |
| |
| TRACE("dst_texture %p, dst_sub_resource_idx %u, dst_box %s, src_texture %p, " |
| "src_sub_resource_idx %u, src_box %s, flags %#x, fx %p, filter %s.\n", |
| dst_texture, dst_sub_resource_idx, debug_box(dst_box), src_texture, |
| src_sub_resource_idx, debug_box(src_box), flags, fx, debug_d3dtexturefiltertype(filter)); |
| |
| if (src_texture == dst_texture && src_sub_resource_idx == dst_sub_resource_idx) |
| { |
| same_sub_resource = TRUE; |
| wined3d_resource_map(&dst_texture->resource, dst_sub_resource_idx, &dst_map, NULL, 0); |
| src_map = dst_map; |
| src_format = dst_texture->resource.format; |
| dst_format = src_format; |
| dst_fmt_flags = dst_texture->resource.format_flags; |
| src_fmt_flags = dst_fmt_flags; |
| } |
| else |
| { |
| same_sub_resource = FALSE; |
| dst_format = dst_texture->resource.format; |
| dst_fmt_flags = dst_texture->resource.format_flags; |
| if (src_texture) |
| { |
| if (dst_texture->resource.format->id != src_texture->resource.format->id) |
| { |
| if (!(converted_texture = surface_convert_format(src_texture, src_sub_resource_idx, dst_format))) |
| { |
| FIXME("Cannot convert %s to %s.\n", debug_d3dformat(src_texture->resource.format->id), |
| debug_d3dformat(dst_texture->resource.format->id)); |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| src_texture = converted_texture; |
| src_sub_resource_idx = 0; |
| } |
| wined3d_resource_map(&src_texture->resource, src_sub_resource_idx, &src_map, NULL, WINED3D_MAP_READONLY); |
| src_format = src_texture->resource.format; |
| src_fmt_flags = src_texture->resource.format_flags; |
| } |
| else |
| { |
| src_format = dst_format; |
| src_fmt_flags = dst_fmt_flags; |
| } |
| |
| wined3d_resource_map(&dst_texture->resource, dst_sub_resource_idx, &dst_map, dst_box, 0); |
| } |
| |
| bpp = dst_format->byte_count; |
| src_height = src_box->bottom - src_box->top; |
| src_width = src_box->right - src_box->left; |
| dst_height = dst_box->bottom - dst_box->top; |
| dst_width = dst_box->right - dst_box->left; |
| row_byte_count = dst_width * bpp; |
| |
| if (src_texture) |
| sbase = (BYTE *)src_map.data |
| + ((src_box->top / src_format->block_height) * src_map.row_pitch) |
| + ((src_box->left / src_format->block_width) * src_format->block_byte_count); |
| if (same_sub_resource) |
| dbuf = (BYTE *)dst_map.data |
| + ((dst_box->top / dst_format->block_height) * dst_map.row_pitch) |
| + ((dst_box->left / dst_format->block_width) * dst_format->block_byte_count); |
| else |
| dbuf = dst_map.data; |
| |
| if (src_fmt_flags & dst_fmt_flags & WINED3DFMT_FLAG_BLOCKS) |
| { |
| TRACE("%s -> %s copy.\n", debug_d3dformat(src_format->id), debug_d3dformat(dst_format->id)); |
| |
| if (same_sub_resource) |
| { |
| FIXME("Only plain blits supported on compressed surfaces.\n"); |
| hr = E_NOTIMPL; |
| goto release; |
| } |
| |
| if (src_height != dst_height || src_width != dst_width) |
| { |
| WARN("Stretching not supported on compressed surfaces.\n"); |
| hr = WINED3DERR_INVALIDCALL; |
| goto release; |
| } |
| |
| if (!wined3d_texture_check_block_align(src_texture, |
| src_sub_resource_idx % src_texture->level_count, src_box)) |
| { |
| WARN("Source rectangle not block-aligned.\n"); |
| hr = WINED3DERR_INVALIDCALL; |
| goto release; |
| } |
| |
| if (!wined3d_texture_check_block_align(dst_texture, |
| dst_sub_resource_idx % dst_texture->level_count, dst_box)) |
| { |
| WARN("Destination rectangle not block-aligned.\n"); |
| hr = WINED3DERR_INVALIDCALL; |
| goto release; |
| } |
| |
| hr = surface_cpu_blt_compressed(sbase, dbuf, |
| src_map.row_pitch, dst_map.row_pitch, dst_width, dst_height, |
| src_format, flags, fx); |
| goto release; |
| } |
| |
| /* First, all the 'source-less' blits */ |
| if (flags & WINED3D_BLT_COLOR_FILL) |
| { |
| hr = _Blt_ColorFill(dbuf, dst_width, dst_height, bpp, dst_map.row_pitch, fx->fill_color); |
| flags &= ~WINED3D_BLT_COLOR_FILL; |
| } |
| |
| if (flags & WINED3D_BLT_DEPTH_FILL) |
| FIXME("WINED3D_BLT_DEPTH_FILL needs to be implemented!\n"); |
| |
| /* Now the 'with source' blits. */ |
| if (src_texture) |
| { |
| int sx, xinc, sy, yinc; |
| |
| if (!dst_width || !dst_height) /* Hmm... stupid program? */ |
| goto release; |
| |
| if (filter != WINED3D_TEXF_NONE && filter != WINED3D_TEXF_POINT |
| && (src_width != dst_width || src_height != dst_height)) |
| { |
| /* Can happen when d3d9 apps do a StretchRect() call which isn't handled in GL. */ |
| FIXME("Filter %s not supported in software blit.\n", debug_d3dtexturefiltertype(filter)); |
| } |
| |
| xinc = (src_width << 16) / dst_width; |
| yinc = (src_height << 16) / dst_height; |
| |
| if (!flags) |
| { |
| /* No effects, we can cheat here. */ |
| if (dst_width == src_width) |
| { |
| if (dst_height == src_height) |
| { |
| /* No stretching in either direction. This needs to be as |
| * fast as possible. */ |
| sbuf = sbase; |
| |
| /* Check for overlapping surfaces. */ |
| if (!same_sub_resource || dst_box->top < src_box->top |
| || dst_box->right <= src_box->left || src_box->right <= dst_box->left) |
| { |
| /* No overlap, or dst above src, so copy from top downwards. */ |
| for (y = 0; y < dst_height; ++y) |
| { |
| memcpy(dbuf, sbuf, row_byte_count); |
| sbuf += src_map.row_pitch; |
| dbuf += dst_map.row_pitch; |
| } |
| } |
| else if (dst_box->top > src_box->top) |
| { |
| /* Copy from bottom upwards. */ |
| sbuf += src_map.row_pitch * dst_height; |
| dbuf += dst_map.row_pitch * dst_height; |
| for (y = 0; y < dst_height; ++y) |
| { |
| sbuf -= src_map.row_pitch; |
| dbuf -= dst_map.row_pitch; |
| memcpy(dbuf, sbuf, row_byte_count); |
| } |
| } |
| else |
| { |
| /* Src and dst overlapping on the same line, use memmove. */ |
| for (y = 0; y < dst_height; ++y) |
| { |
| memmove(dbuf, sbuf, row_byte_count); |
| sbuf += src_map.row_pitch; |
| dbuf += dst_map.row_pitch; |
| } |
| } |
| } |
| else |
| { |
| /* Stretching in y direction only. */ |
| for (y = sy = 0; y < dst_height; ++y, sy += yinc) |
| { |
| sbuf = sbase + (sy >> 16) * src_map.row_pitch; |
| memcpy(dbuf, sbuf, row_byte_count); |
| dbuf += dst_map.row_pitch; |
| } |
| } |
| } |
| else |
| { |
| /* Stretching in X direction. */ |
| int last_sy = -1; |
| for (y = sy = 0; y < dst_height; ++y, sy += yinc) |
| { |
| sbuf = sbase + (sy >> 16) * src_map.row_pitch; |
| |
| if ((sy >> 16) == (last_sy >> 16)) |
| { |
| /* This source row is the same as last source row - |
| * Copy the already stretched row. */ |
| memcpy(dbuf, dbuf - dst_map.row_pitch, row_byte_count); |
| } |
| else |
| { |
| #define STRETCH_ROW(type) \ |
| do { \ |
| const type *s = (const type *)sbuf; \ |
| type *d = (type *)dbuf; \ |
| for (x = sx = 0; x < dst_width; ++x, sx += xinc) \ |
| d[x] = s[sx >> 16]; \ |
| } while(0) |
| |
| switch(bpp) |
| { |
| case 1: |
| STRETCH_ROW(BYTE); |
| break; |
| case 2: |
| STRETCH_ROW(WORD); |
| break; |
| case 4: |
| STRETCH_ROW(DWORD); |
| break; |
| case 3: |
| { |
| const BYTE *s; |
| BYTE *d = dbuf; |
| for (x = sx = 0; x < dst_width; x++, sx+= xinc) |
| { |
| DWORD pixel; |
| |
| s = sbuf + 3 * (sx >> 16); |
| pixel = s[0] | (s[1] << 8) | (s[2] << 16); |
| d[0] = (pixel ) & 0xff; |
| d[1] = (pixel >> 8) & 0xff; |
| d[2] = (pixel >> 16) & 0xff; |
| d += 3; |
| } |
| break; |
| } |
| default: |
| FIXME("Stretched blit not implemented for bpp %u!\n", bpp * 8); |
| hr = WINED3DERR_NOTAVAILABLE; |
| goto error; |
| } |
| #undef STRETCH_ROW |
| } |
| dbuf += dst_map.row_pitch; |
| last_sy = sy; |
| } |
| } |
| } |
| else |
| { |
| LONG dstyinc = dst_map.row_pitch, dstxinc = bpp; |
| DWORD keylow = 0xffffffff, keyhigh = 0, keymask = 0xffffffff; |
| DWORD destkeylow = 0x0, destkeyhigh = 0xffffffff, destkeymask = 0xffffffff; |
| if (flags & (WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY |
| | WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE)) |
| { |
| /* The color keying flags are checked for correctness in ddraw */ |
| if (flags & WINED3D_BLT_SRC_CKEY) |
| { |
| keylow = src_texture->async.src_blt_color_key.color_space_low_value; |
| keyhigh = src_texture->async.src_blt_color_key.color_space_high_value; |
| } |
| else if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE) |
| { |
| keylow = fx->src_color_key.color_space_low_value; |
| keyhigh = fx->src_color_key.color_space_high_value; |
| } |
| |
| if (flags & WINED3D_BLT_DST_CKEY) |
| { |
| /* Destination color keys are taken from the source surface! */ |
| destkeylow = src_texture->async.dst_blt_color_key.color_space_low_value; |
| destkeyhigh = src_texture->async.dst_blt_color_key.color_space_high_value; |
| } |
| else if (flags & WINED3D_BLT_DST_CKEY_OVERRIDE) |
| { |
| destkeylow = fx->dst_color_key.color_space_low_value; |
| destkeyhigh = fx->dst_color_key.color_space_high_value; |
| } |
| |
| if (bpp == 1) |
| { |
| keymask = 0xff; |
| } |
| else |
| { |
| DWORD masks[3]; |
| get_color_masks(src_format, masks); |
| keymask = masks[0] |
| | masks[1] |
| | masks[2]; |
| } |
| flags &= ~(WINED3D_BLT_SRC_CKEY | WINED3D_BLT_DST_CKEY |
| | WINED3D_BLT_SRC_CKEY_OVERRIDE | WINED3D_BLT_DST_CKEY_OVERRIDE); |
| } |
| |
| if (flags & WINED3D_BLT_FX) |
| { |
| BYTE *dTopLeft, *dTopRight, *dBottomLeft, *dBottomRight, *tmp; |
| LONG tmpxy; |
| dTopLeft = dbuf; |
| dTopRight = dbuf + ((dst_width - 1) * bpp); |
| dBottomLeft = dTopLeft + ((dst_height - 1) * dst_map.row_pitch); |
| dBottomRight = dBottomLeft + ((dst_width - 1) * bpp); |
| |
| if (fx->fx & WINEDDBLTFX_ARITHSTRETCHY) |
| { |
| /* I don't think we need to do anything about this flag */ |
| WARN("Nothing done for WINEDDBLTFX_ARITHSTRETCHY.\n"); |
| } |
| if (fx->fx & WINEDDBLTFX_MIRRORLEFTRIGHT) |
| { |
| tmp = dTopRight; |
| dTopRight = dTopLeft; |
| dTopLeft = tmp; |
| tmp = dBottomRight; |
| dBottomRight = dBottomLeft; |
| dBottomLeft = tmp; |
| dstxinc = dstxinc * -1; |
| } |
| if (fx->fx & WINEDDBLTFX_MIRRORUPDOWN) |
| { |
| tmp = dTopLeft; |
| dTopLeft = dBottomLeft; |
| dBottomLeft = tmp; |
| tmp = dTopRight; |
| dTopRight = dBottomRight; |
| dBottomRight = tmp; |
| dstyinc = dstyinc * -1; |
| } |
| if (fx->fx & WINEDDBLTFX_NOTEARING) |
| { |
| /* I don't think we need to do anything about this flag */ |
| WARN("Nothing done for WINEDDBLTFX_NOTEARING.\n"); |
| } |
| if (fx->fx & WINEDDBLTFX_ROTATE180) |
| { |
| tmp = dBottomRight; |
| dBottomRight = dTopLeft; |
| dTopLeft = tmp; |
| tmp = dBottomLeft; |
| dBottomLeft = dTopRight; |
| dTopRight = tmp; |
| dstxinc = dstxinc * -1; |
| dstyinc = dstyinc * -1; |
| } |
| if (fx->fx & WINEDDBLTFX_ROTATE270) |
| { |
| tmp = dTopLeft; |
| dTopLeft = dBottomLeft; |
| dBottomLeft = dBottomRight; |
| dBottomRight = dTopRight; |
| dTopRight = tmp; |
| tmpxy = dstxinc; |
| dstxinc = dstyinc; |
| dstyinc = tmpxy; |
| dstxinc = dstxinc * -1; |
| } |
| if (fx->fx & WINEDDBLTFX_ROTATE90) |
| { |
| tmp = dTopLeft; |
| dTopLeft = dTopRight; |
| dTopRight = dBottomRight; |
| dBottomRight = dBottomLeft; |
| dBottomLeft = tmp; |
| tmpxy = dstxinc; |
| dstxinc = dstyinc; |
| dstyinc = tmpxy; |
| dstyinc = dstyinc * -1; |
| } |
| if (fx->fx & WINEDDBLTFX_ZBUFFERBASEDEST) |
| { |
| /* I don't think we need to do anything about this flag */ |
| WARN("Nothing done for WINEDDBLTFX_ZBUFFERBASEDEST.\n"); |
| } |
| dbuf = dTopLeft; |
| flags &= ~(WINED3D_BLT_FX); |
| } |
| |
| #define COPY_COLORKEY_FX(type) \ |
| do { \ |
| const type *s; \ |
| type *d = (type *)dbuf, *dx, tmp; \ |
| for (y = sy = 0; y < dst_height; ++y, sy += yinc) \ |
| { \ |
| s = (const type *)(sbase + (sy >> 16) * src_map.row_pitch); \ |
| dx = d; \ |
| for (x = sx = 0; x < dst_width; ++x, sx += xinc) \ |
| { \ |
| tmp = s[sx >> 16]; \ |
| if (((tmp & keymask) < keylow || (tmp & keymask) > keyhigh) \ |
| && ((dx[0] & destkeymask) >= destkeylow && (dx[0] & destkeymask) <= destkeyhigh)) \ |
| { \ |
| dx[0] = tmp; \ |
| } \ |
| dx = (type *)(((BYTE *)dx) + dstxinc); \ |
| } \ |
| d = (type *)(((BYTE *)d) + dstyinc); \ |
| } \ |
| } while(0) |
| |
| switch (bpp) |
| { |
| case 1: |
| COPY_COLORKEY_FX(BYTE); |
| break; |
| case 2: |
| COPY_COLORKEY_FX(WORD); |
| break; |
| case 4: |
| COPY_COLORKEY_FX(DWORD); |
| break; |
| case 3: |
| { |
| const BYTE *s; |
| BYTE *d = dbuf, *dx; |
| for (y = sy = 0; y < dst_height; ++y, sy += yinc) |
| { |
| sbuf = sbase + (sy >> 16) * src_map.row_pitch; |
| dx = d; |
| for (x = sx = 0; x < dst_width; ++x, sx+= xinc) |
| { |
| DWORD pixel, dpixel = 0; |
| s = sbuf + 3 * (sx>>16); |
| pixel = s[0] | (s[1] << 8) | (s[2] << 16); |
| dpixel = dx[0] | (dx[1] << 8 ) | (dx[2] << 16); |
| if (((pixel & keymask) < keylow || (pixel & keymask) > keyhigh) |
| && ((dpixel & keymask) >= destkeylow || (dpixel & keymask) <= keyhigh)) |
| { |
| dx[0] = (pixel ) & 0xff; |
| dx[1] = (pixel >> 8) & 0xff; |
| dx[2] = (pixel >> 16) & 0xff; |
| } |
| dx += dstxinc; |
| } |
| d += dstyinc; |
| } |
| break; |
| } |
| default: |
| FIXME("%s color-keyed blit not implemented for bpp %u!\n", |
| (flags & WINED3D_BLT_SRC_CKEY) ? "Source" : "Destination", bpp * 8); |
| hr = WINED3DERR_NOTAVAILABLE; |
| goto error; |
| #undef COPY_COLORKEY_FX |
| } |
| } |
| } |
| |
| error: |
| if (flags) |
| FIXME(" Unsupported flags %#x.\n", flags); |
| |
| release: |
| wined3d_resource_unmap(&dst_texture->resource, dst_sub_resource_idx); |
| if (src_texture && !same_sub_resource) |
| wined3d_resource_unmap(&src_texture->resource, src_sub_resource_idx); |
| if (converted_texture) |
| wined3d_texture_decref(converted_texture); |
| |
| return hr; |
| } |
| |
| static HRESULT cpu_blit_color_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view, |
| const RECT *rect, const struct wined3d_color *color) |
| { |
| const struct wined3d_box box = {rect->left, rect->top, rect->right, rect->bottom, 0, 1}; |
| static const struct wined3d_box src_box; |
| struct wined3d_blt_fx fx; |
| |
| fx.fill_color = wined3d_format_convert_from_float(view->format, color); |
| return surface_cpu_blt(texture_from_resource(view->resource), view->sub_resource_idx, |
| &box, NULL, 0, &src_box, WINED3D_BLT_COLOR_FILL, &fx, WINED3D_TEXF_POINT); |
| } |
| |
| static HRESULT cpu_blit_depth_fill(struct wined3d_device *device, |
| struct wined3d_rendertarget_view *view, const RECT *rect, DWORD clear_flags, |
| float depth, DWORD stencil) |
| { |
| FIXME("Depth/stencil filling not implemented by cpu_blit.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| static void cpu_blit_blit_surface(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter, |
| struct wined3d_surface *src_surface, const RECT *src_rect, |
| struct wined3d_surface *dst_surface, const RECT *dst_rect, |
| const struct wined3d_color_key *color_key) |
| { |
| /* FIXME: Remove error returns from surface_blt_cpu. */ |
| ERR("Blit method not implemented by cpu_blit.\n"); |
| } |
| |
| const struct blit_shader cpu_blit = { |
| cpu_blit_alloc, |
| cpu_blit_free, |
| cpu_blit_set, |
| cpu_blit_unset, |
| cpu_blit_supported, |
| cpu_blit_color_fill, |
| cpu_blit_depth_fill, |
| cpu_blit_blit_surface, |
| }; |
| |
| HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect, |
| struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, |
| const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) |
| { |
| struct wined3d_box dst_box = {dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, 0, 1}; |
| struct wined3d_box src_box = {src_rect->left, src_rect->top, src_rect->right, src_rect->bottom, 0, 1}; |
| unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface); |
| struct wined3d_texture *dst_texture = dst_surface->container; |
| struct wined3d_device *device = dst_texture->resource.device; |
| struct wined3d_swapchain *src_swapchain, *dst_swapchain; |
| struct wined3d_texture *src_texture = NULL; |
| unsigned int dst_w, dst_h, src_w, src_h; |
| unsigned int src_sub_resource_idx = 0; |
| DWORD src_ds_flags, dst_ds_flags; |
| BOOL scale, convert; |
| |
| static const DWORD simple_blit = WINED3D_BLT_ASYNC |
| | WINED3D_BLT_COLOR_FILL |
| | WINED3D_BLT_SRC_CKEY |
| | WINED3D_BLT_SRC_CKEY_OVERRIDE |
| | WINED3D_BLT_WAIT |
| | WINED3D_BLT_DEPTH_FILL |
| | WINED3D_BLT_DO_NOT_WAIT |
| | WINED3D_BLT_ALPHA_TEST; |
| |
| TRACE("dst_surface %p, dst_rect %s, src_surface %p, src_rect %s, flags %#x, fx %p, filter %s.\n", |
| dst_surface, wine_dbgstr_rect(dst_rect), src_surface, wine_dbgstr_rect(src_rect), |
| flags, fx, debug_d3dtexturefiltertype(filter)); |
| TRACE("Usage is %s.\n", debug_d3dusage(dst_texture->resource.usage)); |
| |
| if (fx) |
| { |
| TRACE("fx %#x.\n", fx->fx); |
| TRACE("fill_color 0x%08x.\n", fx->fill_color); |
| TRACE("dst_color_key {0x%08x, 0x%08x}.\n", |
| fx->dst_color_key.color_space_low_value, |
| fx->dst_color_key.color_space_high_value); |
| TRACE("src_color_key {0x%08x, 0x%08x}.\n", |
| fx->src_color_key.color_space_low_value, |
| fx->src_color_key.color_space_high_value); |
| } |
| |
| if (src_surface) |
| { |
| src_texture = src_surface->container; |
| src_sub_resource_idx = surface_get_sub_resource_idx(src_surface); |
| } |
| |
| if (dst_texture->sub_resources[dst_sub_resource_idx].map_count |
| || (src_texture && src_texture->sub_resources[src_sub_resource_idx].map_count)) |
| { |
| WARN("Surface is busy, returning WINEDDERR_SURFACEBUSY.\n"); |
| return WINEDDERR_SURFACEBUSY; |
| } |
| |
| dst_w = wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level); |
| dst_h = wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level); |
| if (IsRectEmpty(dst_rect) || dst_rect->left > dst_w || dst_rect->left < 0 |
| || dst_rect->top > dst_h || dst_rect->top < 0 |
| || dst_rect->right > dst_w || dst_rect->right < 0 |
| || dst_rect->bottom > dst_h || dst_rect->bottom < 0) |
| { |
| WARN("The application gave us a bad destination rectangle.\n"); |
| return WINEDDERR_INVALIDRECT; |
| } |
| |
| if (src_texture) |
| { |
| src_w = wined3d_texture_get_level_width(src_texture, src_surface->texture_level); |
| src_h = wined3d_texture_get_level_height(src_texture, src_surface->texture_level); |
| if (IsRectEmpty(src_rect) || src_rect->left > src_w || src_rect->left < 0 |
| || src_rect->top > src_h || src_rect->top < 0 |
| || src_rect->right > src_w || src_rect->right < 0 |
| || src_rect->bottom > src_h || src_rect->bottom < 0) |
| { |
| WARN("The application gave us a bad source rectangle.\n"); |
| return WINEDDERR_INVALIDRECT; |
| } |
| } |
| |
| if (!fx || !(fx->fx)) |
| flags &= ~WINED3D_BLT_FX; |
| |
| if (flags & WINED3D_BLT_WAIT) |
| flags &= ~WINED3D_BLT_WAIT; |
| |
| if (flags & WINED3D_BLT_ASYNC) |
| { |
| static unsigned int once; |
| |
| if (!once++) |
| FIXME("Can't handle WINED3D_BLT_ASYNC flag.\n"); |
| flags &= ~WINED3D_BLT_ASYNC; |
| } |
| |
| /* WINED3D_BLT_DO_NOT_WAIT appeared in DX7. */ |
| if (flags & WINED3D_BLT_DO_NOT_WAIT) |
| { |
| static unsigned int once; |
| |
| if (!once++) |
| FIXME("Can't handle WINED3D_BLT_DO_NOT_WAIT flag.\n"); |
| flags &= ~WINED3D_BLT_DO_NOT_WAIT; |
| } |
| |
| if (!device->d3d_initialized) |
| { |
| WARN("D3D not initialized, using fallback.\n"); |
| goto cpu; |
| } |
| |
| /* We want to avoid invalidating the sysmem location for converted |
| * surfaces, since otherwise we'd have to convert the data back when |
| * locking them. */ |
| if (dst_texture->flags & WINED3D_TEXTURE_CONVERTED || dst_texture->resource.format->convert |
| || wined3d_format_get_color_key_conversion(dst_texture, TRUE)) |
| { |
| WARN_(d3d_perf)("Converted surface, using CPU blit.\n"); |
| goto cpu; |
| } |
| |
| if (flags & ~simple_blit) |
| { |
| WARN_(d3d_perf)("Using fallback for complex blit (%#x).\n", flags); |
| goto fallback; |
| } |
| |
| if (src_texture) |
| src_swapchain = src_texture->swapchain; |
| else |
| src_swapchain = NULL; |
| |
| dst_swapchain = dst_texture->swapchain; |
| |
| /* This isn't strictly needed. FBO blits for example could deal with |
| * cross-swapchain blits by first downloading the source to a texture |
| * before switching to the destination context. We just have this here to |
| * not have to deal with the issue, since cross-swapchain blits should be |
| * rare. */ |
| if (src_swapchain && dst_swapchain && src_swapchain != dst_swapchain) |
| { |
| FIXME("Using fallback for cross-swapchain blit.\n"); |
| goto fallback; |
| } |
| |
| scale = src_texture |
| && (src_rect->right - src_rect->left != dst_rect->right - dst_rect->left |
| || src_rect->bottom - src_rect->top != dst_rect->bottom - dst_rect->top); |
| convert = src_texture && src_texture->resource.format->id != dst_texture->resource.format->id; |
| |
| dst_ds_flags = dst_texture->resource.format_flags |
| & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); |
| if (src_texture) |
| src_ds_flags = src_texture->resource.format_flags |
| & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL); |
| else |
| src_ds_flags = 0; |
| |
| if (src_ds_flags || dst_ds_flags) |
| { |
| if (flags & WINED3D_BLT_DEPTH_FILL) |
| { |
| float depth; |
| |
| TRACE("Depth fill.\n"); |
| |
| if (!surface_convert_depth_to_float(dst_surface, fx->fill_color, &depth)) |
| return WINED3DERR_INVALIDCALL; |
| |
| if (SUCCEEDED(wined3d_surface_depth_fill(dst_surface, dst_rect, depth))) |
| return WINED3D_OK; |
| } |
| else |
| { |
| if (src_ds_flags != dst_ds_flags) |
| { |
| WARN("Rejecting depth / stencil blit between incompatible formats.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (SUCCEEDED(wined3d_surface_depth_blt(src_surface, src_texture->resource.draw_binding, |
| src_rect, dst_surface, dst_texture->resource.draw_binding, dst_rect))) |
| return WINED3D_OK; |
| } |
| } |
| else |
| { |
| struct wined3d_texture_sub_resource *src_sub_resource, *dst_sub_resource; |
| const struct blit_shader *blitter; |
| |
| dst_sub_resource = surface_get_sub_resource(dst_surface); |
| src_sub_resource = src_texture ? &src_texture->sub_resources[src_sub_resource_idx] : NULL; |
| |
| /* In principle this would apply to depth blits as well, but we don't |
| * implement those in the CPU blitter at the moment. */ |
| if ((dst_sub_resource->locations & dst_texture->resource.map_binding) |
| && (!src_texture || (src_sub_resource->locations & src_texture->resource.map_binding))) |
| { |
| if (scale) |
| TRACE("Not doing sysmem blit because of scaling.\n"); |
| else if (convert) |
| TRACE("Not doing sysmem blit because of format conversion.\n"); |
| else |
| goto cpu; |
| } |
| |
| if (flags & WINED3D_BLT_COLOR_FILL) |
| { |
| struct wined3d_color color; |
| const struct wined3d_palette *palette = dst_swapchain ? dst_swapchain->palette : NULL; |
| |
| TRACE("Color fill.\n"); |
| |
| if (!wined3d_format_convert_color_to_float(dst_texture->resource.format, |
| palette, fx->fill_color, &color)) |
| goto fallback; |
| |
| if (SUCCEEDED(surface_color_fill(dst_surface, dst_rect, &color))) |
| return WINED3D_OK; |
| } |
| else |
| { |
| enum wined3d_blit_op blit_op = WINED3D_BLIT_OP_COLOR_BLIT; |
| const struct wined3d_color_key *color_key = NULL; |
| |
| TRACE("Color blit.\n"); |
| if (flags & WINED3D_BLT_SRC_CKEY_OVERRIDE) |
| { |
| color_key = &fx->src_color_key; |
| blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY; |
| } |
| else if (flags & WINED3D_BLT_SRC_CKEY) |
| { |
| color_key = &src_texture->async.src_blt_color_key; |
| blit_op = WINED3D_BLIT_OP_COLOR_BLIT_CKEY; |
| } |
| else if (flags & WINED3D_BLT_ALPHA_TEST) |
| { |
| blit_op = WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST; |
| } |
| else if ((src_sub_resource->locations & WINED3D_LOCATION_SYSMEM) |
| && !(dst_sub_resource->locations & WINED3D_LOCATION_SYSMEM)) |
| { |
| /* Upload */ |
| if (scale) |
| TRACE("Not doing upload because of scaling.\n"); |
| else if (convert) |
| TRACE("Not doing upload because of format conversion.\n"); |
| else |
| { |
| POINT dst_point = {dst_rect->left, dst_rect->top}; |
| |
| if (SUCCEEDED(surface_upload_from_surface(dst_surface, &dst_point, src_surface, src_rect))) |
| { |
| if (!wined3d_resource_is_offscreen(&dst_texture->resource)) |
| { |
| struct wined3d_context *context = context_acquire(device, dst_surface); |
| surface_load_location(dst_surface, context, dst_texture->resource.draw_binding); |
| context_release(context); |
| } |
| return WINED3D_OK; |
| } |
| } |
| } |
| else if (dst_swapchain && dst_swapchain->back_buffers |
| && dst_texture == dst_swapchain->front_buffer |
| && src_texture == dst_swapchain->back_buffers[0]) |
| { |
| /* Use present for back -> front blits. The idea behind this is |
| * that present is potentially faster than a blit, in particular |
| * when FBO blits aren't available. Some ddraw applications like |
| * Half-Life and Prince of Persia 3D use Blt() from the backbuffer |
| * to the frontbuffer instead of doing a Flip(). D3D8 and D3D9 |
| * applications can't blit directly to the frontbuffer. */ |
| enum wined3d_swap_effect swap_effect = dst_swapchain->desc.swap_effect; |
| |
| TRACE("Using present for backbuffer -> frontbuffer blit.\n"); |
| |
| /* Set the swap effect to COPY, we don't want the backbuffer |
| * to become undefined. */ |
| dst_swapchain->desc.swap_effect = WINED3D_SWAP_EFFECT_COPY; |
| wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, 0); |
| dst_swapchain->desc.swap_effect = swap_effect; |
| |
| return WINED3D_OK; |
| } |
| |
| if (fbo_blit_supported(&device->adapter->gl_info, blit_op, |
| src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format, |
| dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format)) |
| { |
| struct wined3d_context *context; |
| TRACE("Using FBO blit.\n"); |
| |
| context = context_acquire(device, NULL); |
| surface_blt_fbo(device, context, filter, |
| src_surface, src_texture->resource.draw_binding, src_rect, |
| dst_surface, dst_texture->resource.draw_binding, dst_rect); |
| context_release(context); |
| |
| wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, |
| dst_texture->resource.draw_binding); |
| wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, |
| ~dst_texture->resource.draw_binding); |
| |
| return WINED3D_OK; |
| } |
| |
| blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, blit_op, |
| src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format, |
| dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format); |
| if (blitter) |
| { |
| blitter->blit_surface(device, blit_op, filter, src_surface, |
| src_rect, dst_surface, dst_rect, color_key); |
| return WINED3D_OK; |
| } |
| } |
| } |
| |
| fallback: |
| /* Special cases for render targets. */ |
| if (SUCCEEDED(surface_blt_special(dst_surface, dst_rect, src_surface, src_rect, flags, fx, filter))) |
| return WINED3D_OK; |
| |
| cpu: |
| return surface_cpu_blt(dst_texture, dst_sub_resource_idx, &dst_box, |
| src_texture, src_sub_resource_idx, &src_box, flags, fx, filter); |
| } |