1 | /*
|
---|
2 | * IWineD3DSurface Implementation
|
---|
3 | *
|
---|
4 | * Copyright 1998 Lionel Ulmer
|
---|
5 | * Copyright 2000-2001 TransGaming Technologies Inc.
|
---|
6 | * Copyright 2002-2005 Jason Edmeades
|
---|
7 | * Copyright 2002-2003 Raphael Junqueira
|
---|
8 | * Copyright 2004 Christian Costa
|
---|
9 | * Copyright 2005 Oliver Stieber
|
---|
10 | * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
|
---|
11 | * Copyright 2007-2008 Henri Verbeet
|
---|
12 | * Copyright 2006-2008 Roderick Colenbrander
|
---|
13 | *
|
---|
14 | * This library is free software; you can redistribute it and/or
|
---|
15 | * modify it under the terms of the GNU Lesser General Public
|
---|
16 | * License as published by the Free Software Foundation; either
|
---|
17 | * version 2.1 of the License, or (at your option) any later version.
|
---|
18 | *
|
---|
19 | * This library is distributed in the hope that it will be useful,
|
---|
20 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
|
---|
21 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
---|
22 | * Lesser General Public License for more details.
|
---|
23 | *
|
---|
24 | * You should have received a copy of the GNU Lesser General Public
|
---|
25 | * License along with this library; if not, write to the Free Software
|
---|
26 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
---|
27 | */
|
---|
28 |
|
---|
29 | /*
|
---|
30 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
|
---|
31 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
|
---|
32 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
|
---|
33 | * a choice of LGPL license versions is made available with the language indicating
|
---|
34 | * that LGPLv2 or any later version may be used, or where a choice of which version
|
---|
35 | * of the LGPL is applied is otherwise unspecified.
|
---|
36 | */
|
---|
37 |
|
---|
38 | #include "config.h"
|
---|
39 | #include "wine/port.h"
|
---|
40 | #include "wined3d_private.h"
|
---|
41 |
|
---|
42 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
|
---|
43 | WINE_DECLARE_DEBUG_CHANNEL(d3d);
|
---|
44 | #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
---|
45 |
|
---|
46 | static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
|
---|
47 | static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
|
---|
48 | static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
|
---|
49 |
|
---|
50 | void surface_force_reload(IWineD3DSurface *iface)
|
---|
51 | {
|
---|
52 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
53 |
|
---|
54 | This->Flags &= ~SFLAG_ALLOCATED;
|
---|
55 | }
|
---|
56 |
|
---|
57 | void surface_set_texture_name(IWineD3DSurface *iface, GLuint name)
|
---|
58 | {
|
---|
59 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
60 |
|
---|
61 | TRACE("(%p) : setting texture name %u\n", This, name);
|
---|
62 |
|
---|
63 | if (!This->glDescription.textureName && name)
|
---|
64 | {
|
---|
65 | /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
|
---|
66 | * surface has no texture name yet. See if we can get rid of this. */
|
---|
67 | if (This->Flags & SFLAG_INTEXTURE)
|
---|
68 | ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
|
---|
69 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
|
---|
70 | }
|
---|
71 |
|
---|
72 | This->glDescription.textureName = name;
|
---|
73 | surface_force_reload(iface);
|
---|
74 | }
|
---|
75 |
|
---|
76 | void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
|
---|
77 | {
|
---|
78 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
79 |
|
---|
80 | TRACE("(%p) : setting target %#x\n", This, target);
|
---|
81 |
|
---|
82 | if (This->glDescription.target != target)
|
---|
83 | {
|
---|
84 | if (target == GL_TEXTURE_RECTANGLE_ARB)
|
---|
85 | {
|
---|
86 | This->Flags &= ~SFLAG_NORMCOORD;
|
---|
87 | }
|
---|
88 | else if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB)
|
---|
89 | {
|
---|
90 | This->Flags |= SFLAG_NORMCOORD;
|
---|
91 | }
|
---|
92 | }
|
---|
93 | This->glDescription.target = target;
|
---|
94 | surface_force_reload(iface);
|
---|
95 | }
|
---|
96 |
|
---|
97 | static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This) {
|
---|
98 | int active_sampler;
|
---|
99 |
|
---|
100 | /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
|
---|
101 | * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
|
---|
102 | * gl states. The current texture unit should always be a valid one.
|
---|
103 | *
|
---|
104 | * To be more specific, this is tricky because we can implicitly be called
|
---|
105 | * from sampler() in state.c. This means we can't touch anything other than
|
---|
106 | * whatever happens to be the currently active texture, or we would risk
|
---|
107 | * marking already applied sampler states dirty again.
|
---|
108 | *
|
---|
109 | * TODO: Track the current active texture per GL context instead of using glGet
|
---|
110 | */
|
---|
111 | if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
---|
112 | GLint active_texture;
|
---|
113 | ENTER_GL();
|
---|
114 | glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
|
---|
115 | LEAVE_GL();
|
---|
116 | active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
|
---|
117 | } else {
|
---|
118 | active_sampler = 0;
|
---|
119 | }
|
---|
120 |
|
---|
121 | if (active_sampler != -1) {
|
---|
122 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
|
---|
123 | }
|
---|
124 | IWineD3DSurface_BindTexture((IWineD3DSurface *)This);
|
---|
125 | }
|
---|
126 |
|
---|
127 | /* This function checks if the primary render target uses the 8bit paletted format. */
|
---|
128 | static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
|
---|
129 | {
|
---|
130 | if (device->render_targets && device->render_targets[0]) {
|
---|
131 | IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
|
---|
132 | if((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET) && (render_target->resource.format == WINED3DFMT_P8))
|
---|
133 | return TRUE;
|
---|
134 | }
|
---|
135 | return FALSE;
|
---|
136 | }
|
---|
137 |
|
---|
138 | /* This call just downloads data, the caller is responsible for activating the
|
---|
139 | * right context and binding the correct texture. */
|
---|
140 | static void surface_download_data(IWineD3DSurfaceImpl *This) {
|
---|
141 | if (0 == This->glDescription.textureName) {
|
---|
142 | ERR("Surface does not have a texture, but SFLAG_INTEXTURE is set\n");
|
---|
143 | return;
|
---|
144 | }
|
---|
145 |
|
---|
146 | /* Only support read back of converted P8 surfaces */
|
---|
147 | if(This->Flags & SFLAG_CONVERTED && (This->resource.format != WINED3DFMT_P8)) {
|
---|
148 | FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(This->resource.format));
|
---|
149 | return;
|
---|
150 | }
|
---|
151 |
|
---|
152 | ENTER_GL();
|
---|
153 |
|
---|
154 | if (This->resource.format == WINED3DFMT_DXT1 ||
|
---|
155 | This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
|
---|
156 | This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
|
---|
157 | This->resource.format == WINED3DFMT_ATI2N) {
|
---|
158 | if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) { /* We can assume this as the texture would not have been created otherwise */
|
---|
159 | FIXME("(%p) : Attempting to lock a compressed texture when texture compression isn't supported by opengl\n", This);
|
---|
160 | } else {
|
---|
161 | TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
|
---|
162 | This->glDescription.glFormat, This->glDescription.glType, This->resource.allocatedMemory);
|
---|
163 |
|
---|
164 | if(This->Flags & SFLAG_PBO) {
|
---|
165 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
|
---|
166 | checkGLcall("glBindBufferARB");
|
---|
167 | GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, NULL));
|
---|
168 | checkGLcall("glGetCompressedTexImageARB()");
|
---|
169 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
|
---|
170 | checkGLcall("glBindBufferARB");
|
---|
171 | } else {
|
---|
172 | GL_EXTCALL(glGetCompressedTexImageARB(This->glDescription.target, This->glDescription.level, This->resource.allocatedMemory));
|
---|
173 | checkGLcall("glGetCompressedTexImageARB()");
|
---|
174 | }
|
---|
175 | }
|
---|
176 | LEAVE_GL();
|
---|
177 | } else {
|
---|
178 | void *mem;
|
---|
179 | GLenum format = This->glDescription.glFormat;
|
---|
180 | GLenum type = This->glDescription.glType;
|
---|
181 | int src_pitch = 0;
|
---|
182 | int dst_pitch = 0;
|
---|
183 |
|
---|
184 | /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
|
---|
185 | if(This->resource.format == WINED3DFMT_P8 && primary_render_target_is_p8(This->resource.wineD3DDevice)) {
|
---|
186 | format = GL_ALPHA;
|
---|
187 | type = GL_UNSIGNED_BYTE;
|
---|
188 | }
|
---|
189 |
|
---|
190 | if (This->Flags & SFLAG_NONPOW2) {
|
---|
191 | unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
|
---|
192 | src_pitch = This->bytesPerPixel * This->pow2Width;
|
---|
193 | dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
|
---|
194 | src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
|
---|
195 | mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
|
---|
196 | } else {
|
---|
197 | mem = This->resource.allocatedMemory;
|
---|
198 | }
|
---|
199 |
|
---|
200 | TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n", This, This->glDescription.level,
|
---|
201 | format, type, mem);
|
---|
202 |
|
---|
203 | if(This->Flags & SFLAG_PBO) {
|
---|
204 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
|
---|
205 | checkGLcall("glBindBufferARB");
|
---|
206 |
|
---|
207 | glGetTexImage(This->glDescription.target, This->glDescription.level, format,
|
---|
208 | type, NULL);
|
---|
209 | checkGLcall("glGetTexImage()");
|
---|
210 |
|
---|
211 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
|
---|
212 | checkGLcall("glBindBufferARB");
|
---|
213 | } else {
|
---|
214 | glGetTexImage(This->glDescription.target, This->glDescription.level, format,
|
---|
215 | type, mem);
|
---|
216 | checkGLcall("glGetTexImage()");
|
---|
217 | }
|
---|
218 | LEAVE_GL();
|
---|
219 |
|
---|
220 | if (This->Flags & SFLAG_NONPOW2) {
|
---|
221 | const BYTE *src_data;
|
---|
222 | BYTE *dst_data;
|
---|
223 | UINT y;
|
---|
224 | /*
|
---|
225 | * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
|
---|
226 | * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
|
---|
227 | * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
|
---|
228 | *
|
---|
229 | * We're doing this...
|
---|
230 | *
|
---|
231 | * instead of boxing the texture :
|
---|
232 | * |<-texture width ->| -->pow2width| /\
|
---|
233 | * |111111111111111111| | |
|
---|
234 | * |222 Texture 222222| boxed empty | texture height
|
---|
235 | * |3333 Data 33333333| | |
|
---|
236 | * |444444444444444444| | \/
|
---|
237 | * ----------------------------------- |
|
---|
238 | * | boxed empty | boxed empty | pow2height
|
---|
239 | * | | | \/
|
---|
240 | * -----------------------------------
|
---|
241 | *
|
---|
242 | *
|
---|
243 | * we're repacking the data to the expected texture width
|
---|
244 | *
|
---|
245 | * |<-texture width ->| -->pow2width| /\
|
---|
246 | * |111111111111111111222222222222222| |
|
---|
247 | * |222333333333333333333444444444444| texture height
|
---|
248 | * |444444 | |
|
---|
249 | * | | \/
|
---|
250 | * | | |
|
---|
251 | * | empty | pow2height
|
---|
252 | * | | \/
|
---|
253 | * -----------------------------------
|
---|
254 | *
|
---|
255 | * == is the same as
|
---|
256 | *
|
---|
257 | * |<-texture width ->| /\
|
---|
258 | * |111111111111111111|
|
---|
259 | * |222222222222222222|texture height
|
---|
260 | * |333333333333333333|
|
---|
261 | * |444444444444444444| \/
|
---|
262 | * --------------------
|
---|
263 | *
|
---|
264 | * this also means that any references to allocatedMemory should work with the data as if were a
|
---|
265 | * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
|
---|
266 | *
|
---|
267 | * internally the texture is still stored in a boxed format so any references to textureName will
|
---|
268 | * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
|
---|
269 | *
|
---|
270 | * Performance should not be an issue, because applications normally do not lock the surfaces when
|
---|
271 | * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
|
---|
272 | * and doesn't have to be re-read.
|
---|
273 | */
|
---|
274 | src_data = mem;
|
---|
275 | dst_data = This->resource.allocatedMemory;
|
---|
276 | TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
|
---|
277 | for (y = 1 ; y < This->currentDesc.Height; y++) {
|
---|
278 | /* skip the first row */
|
---|
279 | src_data += src_pitch;
|
---|
280 | dst_data += dst_pitch;
|
---|
281 | memcpy(dst_data, src_data, dst_pitch);
|
---|
282 | }
|
---|
283 |
|
---|
284 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
285 | }
|
---|
286 | }
|
---|
287 |
|
---|
288 | /* Surface has now been downloaded */
|
---|
289 | This->Flags |= SFLAG_INSYSMEM;
|
---|
290 | }
|
---|
291 |
|
---|
292 | /* This call just uploads data, the caller is responsible for activating the
|
---|
293 | * right context and binding the correct texture. */
|
---|
294 | static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
|
---|
295 |
|
---|
296 | if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
|
---|
297 |
|
---|
298 | if (This->resource.format == WINED3DFMT_DXT1 ||
|
---|
299 | This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
|
---|
300 | This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
|
---|
301 | This->resource.format == WINED3DFMT_ATI2N) {
|
---|
302 | if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
|
---|
303 | FIXME("Using DXT1/3/5 without advertized support\n");
|
---|
304 | } else {
|
---|
305 | /* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
|
---|
306 | * glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
|
---|
307 | * function uses glCompressedTexImage2D instead of the SubImage call
|
---|
308 | */
|
---|
309 | TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
|
---|
310 | ENTER_GL();
|
---|
311 |
|
---|
312 | if(This->Flags & SFLAG_PBO) {
|
---|
313 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
314 | checkGLcall("glBindBufferARB");
|
---|
315 | TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
|
---|
316 |
|
---|
317 | GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
|
---|
318 | width, height, 0 /* border */, This->resource.size, NULL));
|
---|
319 | checkGLcall("glCompressedTexSubImage2D");
|
---|
320 |
|
---|
321 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
322 | checkGLcall("glBindBufferARB");
|
---|
323 | } else {
|
---|
324 | GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
|
---|
325 | width, height, 0 /* border */, This->resource.size, data));
|
---|
326 | checkGLcall("glCompressedTexSubImage2D");
|
---|
327 | }
|
---|
328 | LEAVE_GL();
|
---|
329 | }
|
---|
330 | } else {
|
---|
331 | TRACE("(%p) : Calling glTexSubImage2D w %d, h %d, data, %p\n", This, width, height, data);
|
---|
332 | ENTER_GL();
|
---|
333 |
|
---|
334 | if(This->Flags & SFLAG_PBO) {
|
---|
335 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
336 | checkGLcall("glBindBufferARB");
|
---|
337 | TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
|
---|
338 |
|
---|
339 | glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, NULL);
|
---|
340 | checkGLcall("glTexSubImage2D");
|
---|
341 |
|
---|
342 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
343 | checkGLcall("glBindBufferARB");
|
---|
344 | }
|
---|
345 | else {
|
---|
346 | glTexSubImage2D(This->glDescription.target, This->glDescription.level, 0, 0, width, height, format, type, data);
|
---|
347 | checkGLcall("glTexSubImage2D");
|
---|
348 | }
|
---|
349 |
|
---|
350 | LEAVE_GL();
|
---|
351 | }
|
---|
352 | }
|
---|
353 |
|
---|
354 | /* This call just allocates the texture, the caller is responsible for
|
---|
355 | * activating the right context and binding the correct texture. */
|
---|
356 | static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
|
---|
357 | BOOL enable_client_storage = FALSE;
|
---|
358 | const BYTE *mem = NULL;
|
---|
359 |
|
---|
360 | if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
|
---|
361 |
|
---|
362 | TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This,
|
---|
363 | This->glDescription.target, This->glDescription.level, debug_d3dformat(This->resource.format), internal, width, height, format, type);
|
---|
364 |
|
---|
365 | if (This->resource.format == WINED3DFMT_DXT1 ||
|
---|
366 | This->resource.format == WINED3DFMT_DXT2 || This->resource.format == WINED3DFMT_DXT3 ||
|
---|
367 | This->resource.format == WINED3DFMT_DXT4 || This->resource.format == WINED3DFMT_DXT5 ||
|
---|
368 | This->resource.format == WINED3DFMT_ATI2N) {
|
---|
369 | /* glCompressedTexImage2D does not accept NULL pointers, so we cannot allocate a compressed texture without uploading data */
|
---|
370 | TRACE("Not allocating compressed surfaces, surface_upload_data will specify them\n");
|
---|
371 |
|
---|
372 | /* We have to point GL to the client storage memory here, because upload_data might use a PBO. This means a double upload
|
---|
373 | * once, unfortunately
|
---|
374 | */
|
---|
375 | if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
---|
376 | /* Neither NONPOW2, DIBSECTION nor OVERSIZE flags can be set on compressed textures */
|
---|
377 | This->Flags |= SFLAG_CLIENT;
|
---|
378 | mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
379 | ENTER_GL();
|
---|
380 | GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
|
---|
381 | width, height, 0 /* border */, This->resource.size, mem));
|
---|
382 | LEAVE_GL();
|
---|
383 | }
|
---|
384 |
|
---|
385 | return;
|
---|
386 | }
|
---|
387 |
|
---|
388 | ENTER_GL();
|
---|
389 |
|
---|
390 | if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
---|
391 | if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_OVERSIZE | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
|
---|
392 | /* In some cases we want to disable client storage.
|
---|
393 | * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
|
---|
394 | * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
|
---|
395 | * SFLAG_OVERSIZE: The gl texture is smaller than the allocated memory
|
---|
396 | * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
|
---|
397 | * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
|
---|
398 | */
|
---|
399 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
---|
400 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
|
---|
401 | This->Flags &= ~SFLAG_CLIENT;
|
---|
402 | enable_client_storage = TRUE;
|
---|
403 | } else {
|
---|
404 | This->Flags |= SFLAG_CLIENT;
|
---|
405 |
|
---|
406 | /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
|
---|
407 | * it might point into a pbo. Instead use heapMemory, but get the alignment right.
|
---|
408 | */
|
---|
409 | mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
410 | }
|
---|
411 | }
|
---|
412 | glTexImage2D(This->glDescription.target, This->glDescription.level, internal, width, height, 0, format, type, mem);
|
---|
413 | checkGLcall("glTexImage2D");
|
---|
414 |
|
---|
415 | if(enable_client_storage) {
|
---|
416 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
---|
417 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
---|
418 | }
|
---|
419 | LEAVE_GL();
|
---|
420 |
|
---|
421 | This->Flags |= SFLAG_ALLOCATED;
|
---|
422 | }
|
---|
423 |
|
---|
424 | /* In D3D the depth stencil dimensions have to be greater than or equal to the
|
---|
425 | * render target dimensions. With FBOs, the dimensions have to be an exact match. */
|
---|
426 | /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
|
---|
427 | void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
|
---|
428 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
429 | renderbuffer_entry_t *entry;
|
---|
430 | GLuint renderbuffer = 0;
|
---|
431 | unsigned int src_width, src_height;
|
---|
432 |
|
---|
433 | src_width = This->pow2Width;
|
---|
434 | src_height = This->pow2Height;
|
---|
435 |
|
---|
436 | /* A depth stencil smaller than the render target is not valid */
|
---|
437 | if (width > src_width || height > src_height) return;
|
---|
438 |
|
---|
439 | /* Remove any renderbuffer set if the sizes match */
|
---|
440 | if (width == src_width && height == src_height) {
|
---|
441 | This->current_renderbuffer = NULL;
|
---|
442 | return;
|
---|
443 | }
|
---|
444 |
|
---|
445 | /* Look if we've already got a renderbuffer of the correct dimensions */
|
---|
446 | LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
|
---|
447 | if (entry->width == width && entry->height == height) {
|
---|
448 | renderbuffer = entry->id;
|
---|
449 | This->current_renderbuffer = entry;
|
---|
450 | break;
|
---|
451 | }
|
---|
452 | }
|
---|
453 |
|
---|
454 | if (!renderbuffer) {
|
---|
455 | const struct GlPixelFormatDesc *glDesc;
|
---|
456 | getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
|
---|
457 |
|
---|
458 | GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
|
---|
459 | GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
|
---|
460 | GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height));
|
---|
461 |
|
---|
462 | entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
|
---|
463 | entry->width = width;
|
---|
464 | entry->height = height;
|
---|
465 | entry->id = renderbuffer;
|
---|
466 | list_add_head(&This->renderbuffers, &entry->entry);
|
---|
467 |
|
---|
468 | This->current_renderbuffer = entry;
|
---|
469 | }
|
---|
470 |
|
---|
471 | checkGLcall("set_compatible_renderbuffer");
|
---|
472 | }
|
---|
473 |
|
---|
474 | GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain) {
|
---|
475 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
476 | IWineD3DSwapChainImpl *swapchain_impl = (IWineD3DSwapChainImpl *)swapchain;
|
---|
477 |
|
---|
478 | TRACE("(%p) : swapchain %p\n", This, swapchain);
|
---|
479 |
|
---|
480 | if (swapchain_impl->backBuffer && swapchain_impl->backBuffer[0] == iface) {
|
---|
481 | TRACE("Returning GL_BACK\n");
|
---|
482 | return GL_BACK;
|
---|
483 | } else if (swapchain_impl->frontBuffer == iface) {
|
---|
484 | TRACE("Returning GL_FRONT\n");
|
---|
485 | return GL_FRONT;
|
---|
486 | }
|
---|
487 |
|
---|
488 | FIXME("Higher back buffer, returning GL_BACK\n");
|
---|
489 | return GL_BACK;
|
---|
490 | }
|
---|
491 |
|
---|
492 | static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
|
---|
493 | {
|
---|
494 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
495 | ULONG ref = InterlockedDecrement(&This->resource.ref);
|
---|
496 | TRACE("(%p) : Releasing from %d\n", This, ref + 1);
|
---|
497 | if (ref == 0) {
|
---|
498 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
499 | renderbuffer_entry_t *entry, *entry2;
|
---|
500 | TRACE("(%p) : cleaning up\n", This);
|
---|
501 |
|
---|
502 | /* Need a context to destroy the texture. Use the currently active render target, but only if
|
---|
503 | * the primary render target exists. Otherwise lastActiveRenderTarget is garbage, see above.
|
---|
504 | * When destroying the primary rt, Uninit3D will activate a context before doing anything
|
---|
505 | */
|
---|
506 | if(device->render_targets && device->render_targets[0]) {
|
---|
507 | ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
---|
508 | }
|
---|
509 |
|
---|
510 | ENTER_GL();
|
---|
511 | if (This->glDescription.textureName != 0) { /* release the openGL texture.. */
|
---|
512 | TRACE("Deleting texture %d\n", This->glDescription.textureName);
|
---|
513 | glDeleteTextures(1, &This->glDescription.textureName);
|
---|
514 | }
|
---|
515 |
|
---|
516 | if(This->Flags & SFLAG_PBO) {
|
---|
517 | /* Delete the PBO */
|
---|
518 | GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
|
---|
519 | }
|
---|
520 |
|
---|
521 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
|
---|
522 | GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
|
---|
523 | HeapFree(GetProcessHeap(), 0, entry);
|
---|
524 | }
|
---|
525 | LEAVE_GL();
|
---|
526 |
|
---|
527 | if(This->Flags & SFLAG_DIBSECTION) {
|
---|
528 | /* Release the DC */
|
---|
529 | SelectObject(This->hDC, This->dib.holdbitmap);
|
---|
530 | DeleteDC(This->hDC);
|
---|
531 | /* Release the DIB section */
|
---|
532 | DeleteObject(This->dib.DIBsection);
|
---|
533 | This->dib.bitmap_data = NULL;
|
---|
534 | This->resource.allocatedMemory = NULL;
|
---|
535 | }
|
---|
536 | if(This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem(iface, NULL);
|
---|
537 |
|
---|
538 | HeapFree(GetProcessHeap(), 0, This->palette9);
|
---|
539 |
|
---|
540 | resource_cleanup((IWineD3DResource *)iface);
|
---|
541 |
|
---|
542 | if(This->overlay_dest) {
|
---|
543 | list_remove(&This->overlay_entry);
|
---|
544 | }
|
---|
545 |
|
---|
546 | TRACE("(%p) Released\n", This);
|
---|
547 | HeapFree(GetProcessHeap(), 0, This);
|
---|
548 |
|
---|
549 | }
|
---|
550 | return ref;
|
---|
551 | }
|
---|
552 |
|
---|
553 | /* ****************************************************
|
---|
554 | IWineD3DSurface IWineD3DResource parts follow
|
---|
555 | **************************************************** */
|
---|
556 |
|
---|
557 | static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
|
---|
558 | {
|
---|
559 | /* TODO: check for locks */
|
---|
560 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
561 | IWineD3DBaseTexture *baseTexture = NULL;
|
---|
562 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
563 |
|
---|
564 | TRACE("(%p)Checking to see if the container is a base texture\n", This);
|
---|
565 | if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
|
---|
566 | TRACE("Passing to container\n");
|
---|
567 | IWineD3DBaseTexture_PreLoad(baseTexture);
|
---|
568 | IWineD3DBaseTexture_Release(baseTexture);
|
---|
569 | } else {
|
---|
570 | TRACE("(%p) : About to load surface\n", This);
|
---|
571 |
|
---|
572 | if(!device->isInDraw) {
|
---|
573 | ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
---|
574 | }
|
---|
575 |
|
---|
576 | if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
|
---|
577 | if(palette9_changed(This)) {
|
---|
578 | TRACE("Reloading surface because the d3d8/9 palette was changed\n");
|
---|
579 | /* TODO: This is not necessarily needed with hw palettized texture support */
|
---|
580 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
|
---|
581 | /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
|
---|
582 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
|
---|
583 | }
|
---|
584 | }
|
---|
585 |
|
---|
586 | IWineD3DSurface_LoadTexture(iface, FALSE);
|
---|
587 |
|
---|
588 | if (This->resource.pool == WINED3DPOOL_DEFAULT) {
|
---|
589 | /* Tell opengl to try and keep this texture in video ram (well mostly) */
|
---|
590 | GLclampf tmp;
|
---|
591 | tmp = 0.9f;
|
---|
592 | ENTER_GL();
|
---|
593 | glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
|
---|
594 | LEAVE_GL();
|
---|
595 | }
|
---|
596 | }
|
---|
597 | return;
|
---|
598 | }
|
---|
599 |
|
---|
600 | static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
|
---|
601 | This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
|
---|
602 | This->resource.allocatedMemory =
|
---|
603 | (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
604 |
|
---|
605 | ENTER_GL();
|
---|
606 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
607 | checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
|
---|
608 | GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
|
---|
609 | checkGLcall("glGetBufferSubData");
|
---|
610 | GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
|
---|
611 | checkGLcall("glDeleteBuffers");
|
---|
612 | LEAVE_GL();
|
---|
613 |
|
---|
614 | This->pbo = 0;
|
---|
615 | This->Flags &= ~SFLAG_PBO;
|
---|
616 | }
|
---|
617 |
|
---|
618 | static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
|
---|
619 | IWineD3DBaseTexture *texture = NULL;
|
---|
620 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
621 | renderbuffer_entry_t *entry, *entry2;
|
---|
622 | TRACE("(%p)\n", iface);
|
---|
623 |
|
---|
624 | if(This->resource.pool == WINED3DPOOL_DEFAULT) {
|
---|
625 | /* Default pool resources are supposed to be destroyed before Reset is called.
|
---|
626 | * Implicit resources stay however. So this means we have an implicit render target
|
---|
627 | * or depth stencil. The content may be destroyed, but we still have to tear down
|
---|
628 | * opengl resources, so we cannot leave early.
|
---|
629 | *
|
---|
630 | * Put the most up to date surface location into the drawable. D3D-wise this content
|
---|
631 | * is undefined, so it would be nowhere, but that would make the location management
|
---|
632 | * more complicated. The drawable is a sane location, because if we mark sysmem or
|
---|
633 | * texture up to date, drawPrim will copy the uninitialized texture or sysmem to the
|
---|
634 | * uninitialized drawable. That's pointless and we'd have to allocate the texture /
|
---|
635 | * sysmem copy here.
|
---|
636 | */
|
---|
637 | if (This->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
|
---|
638 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
|
---|
639 | } else {
|
---|
640 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, TRUE);
|
---|
641 | }
|
---|
642 | } else {
|
---|
643 | /* Load the surface into system memory */
|
---|
644 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
|
---|
645 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
|
---|
646 | }
|
---|
647 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
|
---|
648 | This->Flags &= ~SFLAG_ALLOCATED;
|
---|
649 |
|
---|
650 | /* Destroy PBOs, but load them into real sysmem before */
|
---|
651 | if(This->Flags & SFLAG_PBO) {
|
---|
652 | surface_remove_pbo(This);
|
---|
653 | }
|
---|
654 |
|
---|
655 | /* Destroy fbo render buffers. This is needed for implicit render targets, for
|
---|
656 | * all application-created targets the application has to release the surface
|
---|
657 | * before calling _Reset
|
---|
658 | */
|
---|
659 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
|
---|
660 | ENTER_GL();
|
---|
661 | GL_EXTCALL(glDeleteRenderbuffersEXT(1, &entry->id));
|
---|
662 | LEAVE_GL();
|
---|
663 | list_remove(&entry->entry);
|
---|
664 | HeapFree(GetProcessHeap(), 0, entry);
|
---|
665 | }
|
---|
666 | list_init(&This->renderbuffers);
|
---|
667 | This->current_renderbuffer = NULL;
|
---|
668 |
|
---|
669 | /* If we're in a texture, the texture name belongs to the texture. Otherwise,
|
---|
670 | * destroy it
|
---|
671 | */
|
---|
672 | IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
|
---|
673 | if(!texture) {
|
---|
674 | ENTER_GL();
|
---|
675 | glDeleteTextures(1, &This->glDescription.textureName);
|
---|
676 | This->glDescription.textureName = 0;
|
---|
677 | LEAVE_GL();
|
---|
678 | } else {
|
---|
679 | IWineD3DBaseTexture_Release(texture);
|
---|
680 | }
|
---|
681 | return;
|
---|
682 | }
|
---|
683 |
|
---|
684 | /* ******************************************************
|
---|
685 | IWineD3DSurface IWineD3DSurface parts follow
|
---|
686 | ****************************************************** */
|
---|
687 |
|
---|
688 | static void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription)
|
---|
689 | {
|
---|
690 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
691 | TRACE("(%p) : returning %p\n", This, &This->glDescription);
|
---|
692 | *glDescription = &This->glDescription;
|
---|
693 | }
|
---|
694 |
|
---|
695 | /* Read the framebuffer back into the surface */
|
---|
696 | static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
|
---|
697 | IWineD3DSwapChainImpl *swapchain;
|
---|
698 | IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
---|
699 | BYTE *mem;
|
---|
700 | GLint fmt;
|
---|
701 | GLint type;
|
---|
702 | BYTE *row, *top, *bottom;
|
---|
703 | int i;
|
---|
704 | BOOL bpp;
|
---|
705 | RECT local_rect;
|
---|
706 | BOOL srcIsUpsideDown;
|
---|
707 |
|
---|
708 | if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
|
---|
709 | static BOOL warned = FALSE;
|
---|
710 | if(!warned) {
|
---|
711 | ERR("The application tries to lock the render target, but render target locking is disabled\n");
|
---|
712 | warned = TRUE;
|
---|
713 | }
|
---|
714 | return;
|
---|
715 | }
|
---|
716 |
|
---|
717 | /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
|
---|
718 | * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
|
---|
719 | * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
|
---|
720 | * context->last_was_blit set on the unlock.
|
---|
721 | */
|
---|
722 | ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
|
---|
723 | ENTER_GL();
|
---|
724 |
|
---|
725 | /* Select the correct read buffer, and give some debug output.
|
---|
726 | * There is no need to keep track of the current read buffer or reset it, every part of the code
|
---|
727 | * that reads sets the read buffer as desired.
|
---|
728 | */
|
---|
729 | if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
|
---|
730 | {
|
---|
731 | GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
|
---|
732 | TRACE("Locking %#x buffer\n", buffer);
|
---|
733 | glReadBuffer(buffer);
|
---|
734 | checkGLcall("glReadBuffer");
|
---|
735 |
|
---|
736 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
737 | srcIsUpsideDown = FALSE;
|
---|
738 | } else {
|
---|
739 | /* Locking the primary render target which is not on a swapchain(=offscreen render target).
|
---|
740 | * Read from the back buffer
|
---|
741 | */
|
---|
742 | TRACE("Locking offscreen render target\n");
|
---|
743 | glReadBuffer(myDevice->offscreenBuffer);
|
---|
744 | srcIsUpsideDown = TRUE;
|
---|
745 | }
|
---|
746 |
|
---|
747 | /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
|
---|
748 | if(!rect) {
|
---|
749 | local_rect.left = 0;
|
---|
750 | local_rect.top = 0;
|
---|
751 | local_rect.right = This->currentDesc.Width;
|
---|
752 | local_rect.bottom = This->currentDesc.Height;
|
---|
753 | } else {
|
---|
754 | local_rect = *rect;
|
---|
755 | }
|
---|
756 | /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
|
---|
757 |
|
---|
758 | switch(This->resource.format)
|
---|
759 | {
|
---|
760 | case WINED3DFMT_P8:
|
---|
761 | {
|
---|
762 | if(primary_render_target_is_p8(myDevice)) {
|
---|
763 | /* In case of P8 render targets the index is stored in the alpha component */
|
---|
764 | fmt = GL_ALPHA;
|
---|
765 | type = GL_UNSIGNED_BYTE;
|
---|
766 | mem = dest;
|
---|
767 | bpp = This->bytesPerPixel;
|
---|
768 | } else {
|
---|
769 | /* GL can't return palettized data, so read ARGB pixels into a
|
---|
770 | * separate block of memory and convert them into palettized format
|
---|
771 | * in software. Slow, but if the app means to use palettized render
|
---|
772 | * targets and locks it...
|
---|
773 | *
|
---|
774 | * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
|
---|
775 | * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
|
---|
776 | * for the color channels when palettizing the colors.
|
---|
777 | */
|
---|
778 | fmt = GL_RGB;
|
---|
779 | type = GL_UNSIGNED_BYTE;
|
---|
780 | pitch *= 3;
|
---|
781 | mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
|
---|
782 | if(!mem) {
|
---|
783 | ERR("Out of memory\n");
|
---|
784 | LEAVE_GL();
|
---|
785 | return;
|
---|
786 | }
|
---|
787 | bpp = This->bytesPerPixel * 3;
|
---|
788 | }
|
---|
789 | }
|
---|
790 | break;
|
---|
791 |
|
---|
792 | default:
|
---|
793 | mem = dest;
|
---|
794 | fmt = This->glDescription.glFormat;
|
---|
795 | type = This->glDescription.glType;
|
---|
796 | bpp = This->bytesPerPixel;
|
---|
797 | }
|
---|
798 |
|
---|
799 | if(This->Flags & SFLAG_PBO) {
|
---|
800 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
|
---|
801 | checkGLcall("glBindBufferARB");
|
---|
802 | }
|
---|
803 |
|
---|
804 | glReadPixels(local_rect.left, local_rect.top,
|
---|
805 | local_rect.right - local_rect.left,
|
---|
806 | local_rect.bottom - local_rect.top,
|
---|
807 | fmt, type, mem);
|
---|
808 | checkGLcall("glReadPixels");
|
---|
809 |
|
---|
810 | if(This->Flags & SFLAG_PBO) {
|
---|
811 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
|
---|
812 | checkGLcall("glBindBufferARB");
|
---|
813 |
|
---|
814 | /* Check if we need to flip the image. If we need to flip use glMapBufferARB
|
---|
815 | * to get a pointer to it and perform the flipping in software. This is a lot
|
---|
816 | * faster than calling glReadPixels for each line. In case we want more speed
|
---|
817 | * we should rerender it flipped in a FBO and read the data back from the FBO. */
|
---|
818 | if(!srcIsUpsideDown) {
|
---|
819 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
820 | checkGLcall("glBindBufferARB");
|
---|
821 |
|
---|
822 | mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
|
---|
823 | checkGLcall("glMapBufferARB");
|
---|
824 | }
|
---|
825 | }
|
---|
826 |
|
---|
827 | /* TODO: Merge this with the palettization loop below for P8 targets */
|
---|
828 | if(!srcIsUpsideDown) {
|
---|
829 | UINT len, off;
|
---|
830 | /* glReadPixels returns the image upside down, and there is no way to prevent this.
|
---|
831 | Flip the lines in software */
|
---|
832 | len = (local_rect.right - local_rect.left) * bpp;
|
---|
833 | off = local_rect.left * bpp;
|
---|
834 |
|
---|
835 | row = HeapAlloc(GetProcessHeap(), 0, len);
|
---|
836 | if(!row) {
|
---|
837 | ERR("Out of memory\n");
|
---|
838 | if(This->resource.format == WINED3DFMT_P8) HeapFree(GetProcessHeap(), 0, mem);
|
---|
839 | LEAVE_GL();
|
---|
840 | return;
|
---|
841 | }
|
---|
842 |
|
---|
843 | top = mem + pitch * local_rect.top;
|
---|
844 | bottom = mem + pitch * ( local_rect.bottom - local_rect.top - 1);
|
---|
845 | for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
|
---|
846 | memcpy(row, top + off, len);
|
---|
847 | memcpy(top + off, bottom + off, len);
|
---|
848 | memcpy(bottom + off, row, len);
|
---|
849 | top += pitch;
|
---|
850 | bottom -= pitch;
|
---|
851 | }
|
---|
852 | HeapFree(GetProcessHeap(), 0, row);
|
---|
853 |
|
---|
854 | /* Unmap the temp PBO buffer */
|
---|
855 | if(This->Flags & SFLAG_PBO) {
|
---|
856 | GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
|
---|
857 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
858 | }
|
---|
859 | }
|
---|
860 |
|
---|
861 | LEAVE_GL();
|
---|
862 |
|
---|
863 | /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
|
---|
864 | * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
|
---|
865 | * the same color but we have no choice.
|
---|
866 | * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
|
---|
867 | */
|
---|
868 | if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
|
---|
869 | const PALETTEENTRY *pal = NULL;
|
---|
870 | DWORD width = pitch / 3;
|
---|
871 | int x, y, c;
|
---|
872 |
|
---|
873 | if(This->palette) {
|
---|
874 | pal = This->palette->palents;
|
---|
875 | } else {
|
---|
876 | ERR("Palette is missing, cannot perform inverse palette lookup\n");
|
---|
877 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
878 | return ;
|
---|
879 | }
|
---|
880 |
|
---|
881 | for(y = local_rect.top; y < local_rect.bottom; y++) {
|
---|
882 | for(x = local_rect.left; x < local_rect.right; x++) {
|
---|
883 | /* start lines pixels */
|
---|
884 | const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
|
---|
885 | const BYTE *green = blue + 1;
|
---|
886 | const BYTE *red = green + 1;
|
---|
887 |
|
---|
888 | for(c = 0; c < 256; c++) {
|
---|
889 | if(*red == pal[c].peRed &&
|
---|
890 | *green == pal[c].peGreen &&
|
---|
891 | *blue == pal[c].peBlue)
|
---|
892 | {
|
---|
893 | *((BYTE *) dest + y * width + x) = c;
|
---|
894 | break;
|
---|
895 | }
|
---|
896 | }
|
---|
897 | }
|
---|
898 | }
|
---|
899 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
900 | }
|
---|
901 | }
|
---|
902 |
|
---|
903 | /* Read the framebuffer contents into a texture */
|
---|
904 | static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
|
---|
905 | {
|
---|
906 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
907 | IWineD3DSwapChainImpl *swapchain;
|
---|
908 | int bpp;
|
---|
909 | GLenum format, internal, type;
|
---|
910 | CONVERT_TYPES convert;
|
---|
911 | GLint prevRead;
|
---|
912 |
|
---|
913 | d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
|
---|
914 |
|
---|
915 | /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
|
---|
916 | * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
|
---|
917 | * states in the stateblock, and no driver was found yet that had bugs in that regard.
|
---|
918 | */
|
---|
919 | ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
|
---|
920 | surface_bind_and_dirtify(This);
|
---|
921 |
|
---|
922 | ENTER_GL();
|
---|
923 | glGetIntegerv(GL_READ_BUFFER, &prevRead);
|
---|
924 | LEAVE_GL();
|
---|
925 |
|
---|
926 | /* Select the correct read buffer, and give some debug output.
|
---|
927 | * There is no need to keep track of the current read buffer or reset it, every part of the code
|
---|
928 | * that reads sets the read buffer as desired.
|
---|
929 | */
|
---|
930 | if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain)))
|
---|
931 | {
|
---|
932 | GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
|
---|
933 | TRACE("Locking %#x buffer\n", buffer);
|
---|
934 |
|
---|
935 | ENTER_GL();
|
---|
936 | glReadBuffer(buffer);
|
---|
937 | checkGLcall("glReadBuffer");
|
---|
938 | LEAVE_GL();
|
---|
939 |
|
---|
940 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
941 | } else {
|
---|
942 | /* Locking the primary render target which is not on a swapchain(=offscreen render target).
|
---|
943 | * Read from the back buffer
|
---|
944 | */
|
---|
945 | TRACE("Locking offscreen render target\n");
|
---|
946 | ENTER_GL();
|
---|
947 | glReadBuffer(device->offscreenBuffer);
|
---|
948 | LEAVE_GL();
|
---|
949 | }
|
---|
950 |
|
---|
951 | if(!(This->Flags & SFLAG_ALLOCATED)) {
|
---|
952 | surface_allocate_surface(This, internal, This->pow2Width,
|
---|
953 | This->pow2Height, format, type);
|
---|
954 | }
|
---|
955 |
|
---|
956 | ENTER_GL();
|
---|
957 | /* If !SrcIsUpsideDown we should flip the surface.
|
---|
958 | * This can be done using glCopyTexSubImage2D but this
|
---|
959 | * is VERY slow, so don't do that. We should prevent
|
---|
960 | * this code from getting called in such cases or perhaps
|
---|
961 | * we can use FBOs */
|
---|
962 |
|
---|
963 | glCopyTexSubImage2D(This->glDescription.target,
|
---|
964 | This->glDescription.level,
|
---|
965 | 0, 0, 0, 0,
|
---|
966 | This->currentDesc.Width,
|
---|
967 | This->currentDesc.Height);
|
---|
968 | checkGLcall("glCopyTexSubImage2D");
|
---|
969 |
|
---|
970 | glReadBuffer(prevRead);
|
---|
971 | checkGLcall("glReadBuffer");
|
---|
972 |
|
---|
973 | LEAVE_GL();
|
---|
974 | TRACE("Updated target %d\n", This->glDescription.target);
|
---|
975 | }
|
---|
976 |
|
---|
977 | static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
|
---|
978 | /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
|
---|
979 | * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
|
---|
980 | * changed
|
---|
981 | */
|
---|
982 | if(!(This->Flags & SFLAG_DYNLOCK)) {
|
---|
983 | This->lockCount++;
|
---|
984 | /* MAXLOCKCOUNT is defined in wined3d_private.h */
|
---|
985 | if(This->lockCount > MAXLOCKCOUNT) {
|
---|
986 | TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
|
---|
987 | This->Flags |= SFLAG_DYNLOCK;
|
---|
988 | }
|
---|
989 | }
|
---|
990 |
|
---|
991 | /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
|
---|
992 | * Also don't create a PBO for systemmem surfaces.
|
---|
993 | */
|
---|
994 | if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2)) && (This->resource.pool != WINED3DPOOL_SYSTEMMEM)) {
|
---|
995 | GLenum error;
|
---|
996 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
997 |
|
---|
998 | ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
---|
999 | ENTER_GL();
|
---|
1000 |
|
---|
1001 | GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
|
---|
1002 | error = glGetError();
|
---|
1003 | if(This->pbo == 0 || error != GL_NO_ERROR) {
|
---|
1004 | ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
|
---|
1005 | }
|
---|
1006 |
|
---|
1007 | TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
|
---|
1008 |
|
---|
1009 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
1010 | checkGLcall("glBindBufferARB");
|
---|
1011 |
|
---|
1012 | GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
|
---|
1013 | checkGLcall("glBufferDataARB");
|
---|
1014 |
|
---|
1015 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
1016 | checkGLcall("glBindBufferARB");
|
---|
1017 |
|
---|
1018 | /* We don't need the system memory anymore and we can't even use it for PBOs */
|
---|
1019 | if(!(This->Flags & SFLAG_CLIENT)) {
|
---|
1020 | HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
|
---|
1021 | This->resource.heapMemory = NULL;
|
---|
1022 | }
|
---|
1023 | This->resource.allocatedMemory = NULL;
|
---|
1024 | This->Flags |= SFLAG_PBO;
|
---|
1025 | LEAVE_GL();
|
---|
1026 | } else if(!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO)) {
|
---|
1027 | /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
|
---|
1028 | * or a pbo to map
|
---|
1029 | */
|
---|
1030 | if(!This->resource.heapMemory) {
|
---|
1031 | This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
|
---|
1032 | }
|
---|
1033 | This->resource.allocatedMemory =
|
---|
1034 | (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
1035 | if(This->Flags & SFLAG_INSYSMEM) {
|
---|
1036 | ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
|
---|
1037 | }
|
---|
1038 | }
|
---|
1039 | }
|
---|
1040 |
|
---|
1041 | static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
|
---|
1042 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
1043 | IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
---|
1044 | IWineD3DSwapChain *swapchain = NULL;
|
---|
1045 |
|
---|
1046 | TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
---|
1047 |
|
---|
1048 | /* This is also done in the base class, but we have to verify this before loading any data from
|
---|
1049 | * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
|
---|
1050 | * may interfere, and all other bad things may happen
|
---|
1051 | */
|
---|
1052 | if (This->Flags & SFLAG_LOCKED) {
|
---|
1053 | WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
|
---|
1054 | return WINED3DERR_INVALIDCALL;
|
---|
1055 | }
|
---|
1056 | This->Flags |= SFLAG_LOCKED;
|
---|
1057 |
|
---|
1058 | if (!(This->Flags & SFLAG_LOCKABLE))
|
---|
1059 | {
|
---|
1060 | TRACE("Warning: trying to lock unlockable surf@%p\n", This);
|
---|
1061 | }
|
---|
1062 |
|
---|
1063 | if (Flags & WINED3DLOCK_DISCARD) {
|
---|
1064 | /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
|
---|
1065 | TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
|
---|
1066 | surface_prepare_system_memory(This); /* Makes sure memory is allocated */
|
---|
1067 | This->Flags |= SFLAG_INSYSMEM;
|
---|
1068 | goto lock_end;
|
---|
1069 | }
|
---|
1070 |
|
---|
1071 | if (This->Flags & SFLAG_INSYSMEM) {
|
---|
1072 | TRACE("Local copy is up to date, not downloading data\n");
|
---|
1073 | surface_prepare_system_memory(This); /* Makes sure memory is allocated */
|
---|
1074 | goto lock_end;
|
---|
1075 | }
|
---|
1076 |
|
---|
1077 | /* Now download the surface content from opengl
|
---|
1078 | * Use the render target readback if the surface is on a swapchain(=onscreen render target) or the current primary target
|
---|
1079 | * Offscreen targets which are not active at the moment or are higher targets(FBOs) can be locked with the texture path
|
---|
1080 | */
|
---|
1081 | IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
---|
1082 | if(swapchain || iface == myDevice->render_targets[0]) {
|
---|
1083 | const RECT *pass_rect = pRect;
|
---|
1084 |
|
---|
1085 | /* IWineD3DSurface_LoadLocation does not check if the rectangle specifies the full surfaces
|
---|
1086 | * because most caller functions do not need that. So do that here
|
---|
1087 | */
|
---|
1088 | if(pRect &&
|
---|
1089 | pRect->top == 0 &&
|
---|
1090 | pRect->left == 0 &&
|
---|
1091 | pRect->right == This->currentDesc.Width &&
|
---|
1092 | pRect->bottom == This->currentDesc.Height) {
|
---|
1093 | pass_rect = NULL;
|
---|
1094 | }
|
---|
1095 |
|
---|
1096 | switch(wined3d_settings.rendertargetlock_mode) {
|
---|
1097 | case RTL_TEXDRAW:
|
---|
1098 | case RTL_TEXTEX:
|
---|
1099 | FIXME("Reading from render target with a texture isn't implemented yet, falling back to framebuffer reading\n");
|
---|
1100 | #if 0
|
---|
1101 | /* Disabled for now. LoadLocation prefers the texture over the drawable as the source. So if we copy to the
|
---|
1102 | * texture first, then to sysmem, we'll avoid glReadPixels and use glCopyTexImage and glGetTexImage2D instead.
|
---|
1103 | * This may be faster on some cards
|
---|
1104 | */
|
---|
1105 | IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* No partial texture copy yet */);
|
---|
1106 | #endif
|
---|
1107 | /* drop through */
|
---|
1108 |
|
---|
1109 | case RTL_AUTO:
|
---|
1110 | case RTL_READDRAW:
|
---|
1111 | case RTL_READTEX:
|
---|
1112 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
|
---|
1113 | break;
|
---|
1114 |
|
---|
1115 | case RTL_DISABLE:
|
---|
1116 | break;
|
---|
1117 | }
|
---|
1118 | if(swapchain) IWineD3DSwapChain_Release(swapchain);
|
---|
1119 |
|
---|
1120 | } else if(iface == myDevice->stencilBufferTarget) {
|
---|
1121 | /** the depth stencil in openGL has a format of GL_FLOAT
|
---|
1122 | * which should be good for WINED3DFMT_D16_LOCKABLE
|
---|
1123 | * and WINED3DFMT_D16
|
---|
1124 | * it is unclear what format the stencil buffer is in except.
|
---|
1125 | * 'Each index is converted to fixed point...
|
---|
1126 | * If GL_MAP_STENCIL is GL_TRUE, indices are replaced by their
|
---|
1127 | * mappings in the table GL_PIXEL_MAP_S_TO_S.
|
---|
1128 | * glReadPixels(This->lockedRect.left,
|
---|
1129 | * This->lockedRect.bottom - j - 1,
|
---|
1130 | * This->lockedRect.right - This->lockedRect.left,
|
---|
1131 | * 1,
|
---|
1132 | * GL_DEPTH_COMPONENT,
|
---|
1133 | * type,
|
---|
1134 | * (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
|
---|
1135 | *
|
---|
1136 | * Depth Stencil surfaces which are not the current depth stencil target should have their data in a
|
---|
1137 | * gl texture(next path), or in local memory(early return because of set SFLAG_INSYSMEM above). If
|
---|
1138 | * none of that is the case the problem is not in this function :-)
|
---|
1139 | ********************************************/
|
---|
1140 | FIXME("Depth stencil locking not supported yet\n");
|
---|
1141 | } else {
|
---|
1142 | /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
|
---|
1143 | TRACE("locking an ordinary surface\n");
|
---|
1144 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
|
---|
1145 | }
|
---|
1146 |
|
---|
1147 | lock_end:
|
---|
1148 | if(This->Flags & SFLAG_PBO) {
|
---|
1149 | ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
---|
1150 | ENTER_GL();
|
---|
1151 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
1152 | checkGLcall("glBindBufferARB");
|
---|
1153 |
|
---|
1154 | /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
|
---|
1155 | if(This->resource.allocatedMemory) {
|
---|
1156 | ERR("The surface already has PBO memory allocated!\n");
|
---|
1157 | }
|
---|
1158 |
|
---|
1159 | This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
|
---|
1160 | checkGLcall("glMapBufferARB");
|
---|
1161 |
|
---|
1162 | /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
|
---|
1163 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
1164 | checkGLcall("glBindBufferARB");
|
---|
1165 |
|
---|
1166 | LEAVE_GL();
|
---|
1167 | }
|
---|
1168 |
|
---|
1169 | if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
|
---|
1170 | /* Don't dirtify */
|
---|
1171 | } else {
|
---|
1172 | IWineD3DBaseTexture *pBaseTexture;
|
---|
1173 | /**
|
---|
1174 | * Dirtify on lock
|
---|
1175 | * as seen in msdn docs
|
---|
1176 | */
|
---|
1177 | IWineD3DSurface_AddDirtyRect(iface, pRect);
|
---|
1178 |
|
---|
1179 | /** Dirtify Container if needed */
|
---|
1180 | if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
|
---|
1181 | TRACE("Making container dirty\n");
|
---|
1182 | IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
|
---|
1183 | IWineD3DBaseTexture_Release(pBaseTexture);
|
---|
1184 | } else {
|
---|
1185 | TRACE("Surface is standalone, no need to dirty the container\n");
|
---|
1186 | }
|
---|
1187 | }
|
---|
1188 |
|
---|
1189 | return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
|
---|
1190 | }
|
---|
1191 |
|
---|
1192 | static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
|
---|
1193 | GLint prev_store;
|
---|
1194 | GLint prev_rasterpos[4];
|
---|
1195 | GLint skipBytes = 0;
|
---|
1196 | UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
|
---|
1197 | IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
---|
1198 | IWineD3DSwapChainImpl *swapchain;
|
---|
1199 |
|
---|
1200 | /* Activate the correct context for the render target */
|
---|
1201 | ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
|
---|
1202 | ENTER_GL();
|
---|
1203 |
|
---|
1204 | if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
1205 | GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
|
---|
1206 | TRACE("Unlocking %#x buffer\n", buffer);
|
---|
1207 | glDrawBuffer(buffer);
|
---|
1208 | checkGLcall("glDrawBuffer");
|
---|
1209 |
|
---|
1210 | IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
|
---|
1211 | } else {
|
---|
1212 | /* Primary offscreen render target */
|
---|
1213 | TRACE("Offscreen render target\n");
|
---|
1214 | glDrawBuffer(myDevice->offscreenBuffer);
|
---|
1215 | checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
|
---|
1216 | }
|
---|
1217 |
|
---|
1218 | glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
|
---|
1219 | checkGLcall("glIntegerv");
|
---|
1220 | glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
|
---|
1221 | checkGLcall("glIntegerv");
|
---|
1222 | glPixelZoom(1.0, -1.0);
|
---|
1223 | checkGLcall("glPixelZoom");
|
---|
1224 |
|
---|
1225 | /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
|
---|
1226 | glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
|
---|
1227 | glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
|
---|
1228 |
|
---|
1229 | glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
|
---|
1230 | checkGLcall("glRasterPos2f");
|
---|
1231 |
|
---|
1232 | /* Some drivers(radeon dri, others?) don't like exceptions during
|
---|
1233 | * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
|
---|
1234 | * after ReleaseDC. Reading it will cause an exception, which x11drv will
|
---|
1235 | * catch to put the dib section in InSync mode, which leads to a crash
|
---|
1236 | * and a blocked x server on my radeon card.
|
---|
1237 | *
|
---|
1238 | * The following lines read the dib section so it is put in InSync mode
|
---|
1239 | * before glDrawPixels is called and the crash is prevented. There won't
|
---|
1240 | * be any interfering gdi accesses, because UnlockRect is called from
|
---|
1241 | * ReleaseDC, and the app won't use the dc any more afterwards.
|
---|
1242 | */
|
---|
1243 | if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
|
---|
1244 | volatile BYTE read;
|
---|
1245 | read = This->resource.allocatedMemory[0];
|
---|
1246 | }
|
---|
1247 |
|
---|
1248 | if(This->Flags & SFLAG_PBO) {
|
---|
1249 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
1250 | checkGLcall("glBindBufferARB");
|
---|
1251 | }
|
---|
1252 |
|
---|
1253 | /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
|
---|
1254 | if(This->Flags & SFLAG_LOCKED) {
|
---|
1255 | glDrawPixels(This->lockedRect.right - This->lockedRect.left,
|
---|
1256 | (This->lockedRect.bottom - This->lockedRect.top)-1,
|
---|
1257 | fmt, type,
|
---|
1258 | mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
|
---|
1259 | checkGLcall("glDrawPixels");
|
---|
1260 | } else {
|
---|
1261 | glDrawPixels(This->currentDesc.Width,
|
---|
1262 | This->currentDesc.Height,
|
---|
1263 | fmt, type, mem);
|
---|
1264 | checkGLcall("glDrawPixels");
|
---|
1265 | }
|
---|
1266 |
|
---|
1267 | if(This->Flags & SFLAG_PBO) {
|
---|
1268 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
1269 | checkGLcall("glBindBufferARB");
|
---|
1270 | }
|
---|
1271 |
|
---|
1272 | glPixelZoom(1.0,1.0);
|
---|
1273 | checkGLcall("glPixelZoom");
|
---|
1274 |
|
---|
1275 | glRasterPos3iv(&prev_rasterpos[0]);
|
---|
1276 | checkGLcall("glRasterPos3iv");
|
---|
1277 |
|
---|
1278 | /* Reset to previous pack row length */
|
---|
1279 | glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
|
---|
1280 | checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
|
---|
1281 |
|
---|
1282 | if(!swapchain) {
|
---|
1283 | glDrawBuffer(myDevice->offscreenBuffer);
|
---|
1284 | checkGLcall("glDrawBuffer(myDevice->offscreenBuffer)");
|
---|
1285 | } else if(swapchain->backBuffer) {
|
---|
1286 | glDrawBuffer(GL_BACK);
|
---|
1287 | checkGLcall("glDrawBuffer(GL_BACK)");
|
---|
1288 | } else {
|
---|
1289 | glDrawBuffer(GL_FRONT);
|
---|
1290 | checkGLcall("glDrawBuffer(GL_FRONT)");
|
---|
1291 | }
|
---|
1292 | LEAVE_GL();
|
---|
1293 |
|
---|
1294 | return;
|
---|
1295 | }
|
---|
1296 |
|
---|
1297 | static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
|
---|
1298 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
1299 | IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
---|
1300 | IWineD3DSwapChainImpl *swapchain = NULL;
|
---|
1301 | BOOL fullsurface;
|
---|
1302 |
|
---|
1303 | if (!(This->Flags & SFLAG_LOCKED)) {
|
---|
1304 | WARN("trying to Unlock an unlocked surf@%p\n", This);
|
---|
1305 | return WINED3DERR_INVALIDCALL;
|
---|
1306 | }
|
---|
1307 |
|
---|
1308 | if (This->Flags & SFLAG_PBO) {
|
---|
1309 | TRACE("Freeing PBO memory\n");
|
---|
1310 | ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
---|
1311 | ENTER_GL();
|
---|
1312 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
1313 | GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
|
---|
1314 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
1315 | checkGLcall("glUnmapBufferARB");
|
---|
1316 | LEAVE_GL();
|
---|
1317 | This->resource.allocatedMemory = NULL;
|
---|
1318 | }
|
---|
1319 |
|
---|
1320 | TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
|
---|
1321 |
|
---|
1322 | if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
|
---|
1323 | TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
|
---|
1324 | goto unlock_end;
|
---|
1325 | }
|
---|
1326 |
|
---|
1327 | IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
---|
1328 | if(swapchain || (myDevice->render_targets && iface == myDevice->render_targets[0])) {
|
---|
1329 | if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
1330 |
|
---|
1331 | if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
|
---|
1332 | static BOOL warned = FALSE;
|
---|
1333 | if(!warned) {
|
---|
1334 | ERR("The application tries to write to the render target, but render target locking is disabled\n");
|
---|
1335 | warned = TRUE;
|
---|
1336 | }
|
---|
1337 | goto unlock_end;
|
---|
1338 | }
|
---|
1339 |
|
---|
1340 | if(This->dirtyRect.left == 0 &&
|
---|
1341 | This->dirtyRect.top == 0 &&
|
---|
1342 | This->dirtyRect.right == This->currentDesc.Width &&
|
---|
1343 | This->dirtyRect.bottom == This->currentDesc.Height) {
|
---|
1344 | fullsurface = TRUE;
|
---|
1345 | } else {
|
---|
1346 | /* TODO: Proper partial rectangle tracking */
|
---|
1347 | fullsurface = FALSE;
|
---|
1348 | This->Flags |= SFLAG_INSYSMEM;
|
---|
1349 | }
|
---|
1350 |
|
---|
1351 | switch(wined3d_settings.rendertargetlock_mode) {
|
---|
1352 | case RTL_READTEX:
|
---|
1353 | case RTL_TEXTEX:
|
---|
1354 | ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
|
---|
1355 | IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
|
---|
1356 | /* drop through */
|
---|
1357 |
|
---|
1358 | case RTL_AUTO:
|
---|
1359 | case RTL_READDRAW:
|
---|
1360 | case RTL_TEXDRAW:
|
---|
1361 | IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
|
---|
1362 | break;
|
---|
1363 | }
|
---|
1364 |
|
---|
1365 | if(!fullsurface) {
|
---|
1366 | /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
|
---|
1367 | * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
|
---|
1368 | * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
|
---|
1369 | * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
|
---|
1370 | * not fully up to date because only a subrectangle was read in LockRect.
|
---|
1371 | */
|
---|
1372 | This->Flags &= ~SFLAG_INSYSMEM;
|
---|
1373 | This->Flags |= SFLAG_INDRAWABLE;
|
---|
1374 | }
|
---|
1375 |
|
---|
1376 | This->dirtyRect.left = This->currentDesc.Width;
|
---|
1377 | This->dirtyRect.top = This->currentDesc.Height;
|
---|
1378 | This->dirtyRect.right = 0;
|
---|
1379 | This->dirtyRect.bottom = 0;
|
---|
1380 | } else if(iface == myDevice->stencilBufferTarget) {
|
---|
1381 | FIXME("Depth Stencil buffer locking is not implemented\n");
|
---|
1382 | } else {
|
---|
1383 | /* The rest should be a normal texture */
|
---|
1384 | IWineD3DBaseTextureImpl *impl;
|
---|
1385 | /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
|
---|
1386 | * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
|
---|
1387 | * states need resetting
|
---|
1388 | */
|
---|
1389 | if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
|
---|
1390 | if(impl->baseTexture.bindCount) {
|
---|
1391 | IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
|
---|
1392 | }
|
---|
1393 | IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
|
---|
1394 | }
|
---|
1395 | }
|
---|
1396 |
|
---|
1397 | unlock_end:
|
---|
1398 | This->Flags &= ~SFLAG_LOCKED;
|
---|
1399 | memset(&This->lockedRect, 0, sizeof(RECT));
|
---|
1400 |
|
---|
1401 | /* Overlays have to be redrawn manually after changes with the GL implementation */
|
---|
1402 | if(This->overlay_dest) {
|
---|
1403 | IWineD3DSurface_DrawOverlay(iface);
|
---|
1404 | }
|
---|
1405 | return WINED3D_OK;
|
---|
1406 | }
|
---|
1407 |
|
---|
1408 | static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
|
---|
1409 | {
|
---|
1410 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
1411 | WINED3DLOCKED_RECT lock;
|
---|
1412 | HRESULT hr;
|
---|
1413 | RGBQUAD col[256];
|
---|
1414 |
|
---|
1415 | TRACE("(%p)->(%p)\n",This,pHDC);
|
---|
1416 |
|
---|
1417 | if(This->Flags & SFLAG_USERPTR) {
|
---|
1418 | ERR("Not supported on surfaces with an application-provided surfaces\n");
|
---|
1419 | return WINEDDERR_NODC;
|
---|
1420 | }
|
---|
1421 |
|
---|
1422 | /* Give more detailed info for ddraw */
|
---|
1423 | if (This->Flags & SFLAG_DCINUSE)
|
---|
1424 | return WINEDDERR_DCALREADYCREATED;
|
---|
1425 |
|
---|
1426 | /* Can't GetDC if the surface is locked */
|
---|
1427 | if (This->Flags & SFLAG_LOCKED)
|
---|
1428 | return WINED3DERR_INVALIDCALL;
|
---|
1429 |
|
---|
1430 | /* According to Direct3D9 docs, only these formats are supported */
|
---|
1431 | if (((IWineD3DImpl *)This->resource.wineD3DDevice->wineD3D)->dxVersion > 7) {
|
---|
1432 | if (This->resource.format != WINED3DFMT_R5G6B5 &&
|
---|
1433 | This->resource.format != WINED3DFMT_X1R5G5B5 &&
|
---|
1434 | This->resource.format != WINED3DFMT_R8G8B8 &&
|
---|
1435 | This->resource.format != WINED3DFMT_X8R8G8B8) return WINED3DERR_INVALIDCALL;
|
---|
1436 | }
|
---|
1437 |
|
---|
1438 | memset(&lock, 0, sizeof(lock)); /* To be sure */
|
---|
1439 |
|
---|
1440 | /* Create a DIB section if there isn't a hdc yet */
|
---|
1441 | if(!This->hDC) {
|
---|
1442 | IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
|
---|
1443 | if(This->Flags & SFLAG_CLIENT) {
|
---|
1444 | IWineD3DSurface_PreLoad(iface);
|
---|
1445 | }
|
---|
1446 |
|
---|
1447 | /* Use the dib section from now on if we are not using a PBO */
|
---|
1448 | if(!(This->Flags & SFLAG_PBO))
|
---|
1449 | This->resource.allocatedMemory = This->dib.bitmap_data;
|
---|
1450 | }
|
---|
1451 |
|
---|
1452 | /* Lock the surface */
|
---|
1453 | hr = IWineD3DSurface_LockRect(iface,
|
---|
1454 | &lock,
|
---|
1455 | NULL,
|
---|
1456 | 0);
|
---|
1457 |
|
---|
1458 | if(This->Flags & SFLAG_PBO) {
|
---|
1459 | /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
|
---|
1460 | memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
|
---|
1461 | }
|
---|
1462 |
|
---|
1463 | if(FAILED(hr)) {
|
---|
1464 | ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
|
---|
1465 | /* keep the dib section */
|
---|
1466 | return hr;
|
---|
1467 | }
|
---|
1468 |
|
---|
1469 | if(This->resource.format == WINED3DFMT_P8 ||
|
---|
1470 | This->resource.format == WINED3DFMT_A8P8) {
|
---|
1471 | /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
|
---|
1472 | D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
|
---|
1473 | unsigned int n;
|
---|
1474 | const PALETTEENTRY *pal = NULL;
|
---|
1475 |
|
---|
1476 | if(This->palette) {
|
---|
1477 | pal = This->palette->palents;
|
---|
1478 | } else {
|
---|
1479 | IWineD3DSurfaceImpl *dds_primary;
|
---|
1480 | IWineD3DSwapChainImpl *swapchain;
|
---|
1481 | swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
|
---|
1482 | dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
|
---|
1483 | if (dds_primary && dds_primary->palette)
|
---|
1484 | pal = dds_primary->palette->palents;
|
---|
1485 | }
|
---|
1486 |
|
---|
1487 | if (pal) {
|
---|
1488 | for (n=0; n<256; n++) {
|
---|
1489 | col[n].rgbRed = pal[n].peRed;
|
---|
1490 | col[n].rgbGreen = pal[n].peGreen;
|
---|
1491 | col[n].rgbBlue = pal[n].peBlue;
|
---|
1492 | col[n].rgbReserved = 0;
|
---|
1493 | }
|
---|
1494 | SetDIBColorTable(This->hDC, 0, 256, col);
|
---|
1495 | }
|
---|
1496 | }
|
---|
1497 |
|
---|
1498 | *pHDC = This->hDC;
|
---|
1499 | TRACE("returning %p\n",*pHDC);
|
---|
1500 | This->Flags |= SFLAG_DCINUSE;
|
---|
1501 |
|
---|
1502 | return WINED3D_OK;
|
---|
1503 | }
|
---|
1504 |
|
---|
1505 | static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
|
---|
1506 | {
|
---|
1507 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
1508 |
|
---|
1509 | TRACE("(%p)->(%p)\n",This,hDC);
|
---|
1510 |
|
---|
1511 | if (!(This->Flags & SFLAG_DCINUSE))
|
---|
1512 | return WINED3DERR_INVALIDCALL;
|
---|
1513 |
|
---|
1514 | if (This->hDC !=hDC) {
|
---|
1515 | WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
|
---|
1516 | return WINED3DERR_INVALIDCALL;
|
---|
1517 | }
|
---|
1518 |
|
---|
1519 | if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
|
---|
1520 | /* Copy the contents of the DIB over to the PBO */
|
---|
1521 | memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
|
---|
1522 | }
|
---|
1523 |
|
---|
1524 | /* we locked first, so unlock now */
|
---|
1525 | IWineD3DSurface_UnlockRect(iface);
|
---|
1526 |
|
---|
1527 | This->Flags &= ~SFLAG_DCINUSE;
|
---|
1528 |
|
---|
1529 | return WINED3D_OK;
|
---|
1530 | }
|
---|
1531 |
|
---|
1532 | /* ******************************************************
|
---|
1533 | IWineD3DSurface Internal (No mapping to directx api) parts follow
|
---|
1534 | ****************************************************** */
|
---|
1535 |
|
---|
1536 | HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
|
---|
1537 | BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
|
---|
1538 | const struct GlPixelFormatDesc *glDesc;
|
---|
1539 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
1540 | getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
|
---|
1541 |
|
---|
1542 | /* Default values: From the surface */
|
---|
1543 | *format = glDesc->glFormat;
|
---|
1544 | *type = glDesc->glType;
|
---|
1545 | *convert = NO_CONVERSION;
|
---|
1546 | *target_bpp = This->bytesPerPixel;
|
---|
1547 |
|
---|
1548 | if(srgb_mode) {
|
---|
1549 | *internal = glDesc->glGammaInternal;
|
---|
1550 | } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
---|
1551 | *internal = glDesc->rtInternal;
|
---|
1552 | } else {
|
---|
1553 | *internal = glDesc->glInternal;
|
---|
1554 | }
|
---|
1555 |
|
---|
1556 | /* Ok, now look if we have to do any conversion */
|
---|
1557 | switch(This->resource.format) {
|
---|
1558 | case WINED3DFMT_P8:
|
---|
1559 | /* ****************
|
---|
1560 | Paletted Texture
|
---|
1561 | **************** */
|
---|
1562 |
|
---|
1563 | /* Use conversion when the paletted texture extension OR fragment shaders are available. When either
|
---|
1564 | * of the two is available make sure texturing is requested as neither of the two works in
|
---|
1565 | * conjunction with calls like glDraw-/glReadPixels. Further also use conversion in case of color keying.
|
---|
1566 | * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
|
---|
1567 | * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
|
---|
1568 | * conflicts with this.
|
---|
1569 | */
|
---|
1570 | if( !(GL_SUPPORT(EXT_PALETTED_TEXTURE) ||
|
---|
1571 | (GL_SUPPORT(ARB_FRAGMENT_PROGRAM) &&
|
---|
1572 | device->render_targets &&
|
---|
1573 | This == (IWineD3DSurfaceImpl*)device->render_targets[0])) ||
|
---|
1574 | colorkey_active || !use_texturing ) {
|
---|
1575 | *format = GL_RGBA;
|
---|
1576 | *internal = GL_RGBA;
|
---|
1577 | *type = GL_UNSIGNED_BYTE;
|
---|
1578 | *target_bpp = 4;
|
---|
1579 | if(colorkey_active) {
|
---|
1580 | *convert = CONVERT_PALETTED_CK;
|
---|
1581 | } else {
|
---|
1582 | *convert = CONVERT_PALETTED;
|
---|
1583 | }
|
---|
1584 | }
|
---|
1585 | else if(!GL_SUPPORT(EXT_PALETTED_TEXTURE) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
|
---|
1586 | *format = GL_ALPHA;
|
---|
1587 | *internal = GL_RGBA;
|
---|
1588 | *type = GL_UNSIGNED_BYTE;
|
---|
1589 | *target_bpp = 1;
|
---|
1590 | }
|
---|
1591 |
|
---|
1592 | break;
|
---|
1593 |
|
---|
1594 | case WINED3DFMT_R3G3B2:
|
---|
1595 | /* **********************
|
---|
1596 | GL_UNSIGNED_BYTE_3_3_2
|
---|
1597 | ********************** */
|
---|
1598 | if (colorkey_active) {
|
---|
1599 | /* This texture format will never be used.. So do not care about color keying
|
---|
1600 | up until the point in time it will be needed :-) */
|
---|
1601 | FIXME(" ColorKeying not supported in the RGB 332 format !\n");
|
---|
1602 | }
|
---|
1603 | break;
|
---|
1604 |
|
---|
1605 | case WINED3DFMT_R5G6B5:
|
---|
1606 | if (colorkey_active) {
|
---|
1607 | *convert = CONVERT_CK_565;
|
---|
1608 | *format = GL_RGBA;
|
---|
1609 | *internal = GL_RGBA;
|
---|
1610 | *type = GL_UNSIGNED_SHORT_5_5_5_1;
|
---|
1611 | }
|
---|
1612 | break;
|
---|
1613 |
|
---|
1614 | case WINED3DFMT_X1R5G5B5:
|
---|
1615 | if (colorkey_active) {
|
---|
1616 | *convert = CONVERT_CK_5551;
|
---|
1617 | *format = GL_BGRA;
|
---|
1618 | *internal = GL_RGBA;
|
---|
1619 | *type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
|
---|
1620 | }
|
---|
1621 | break;
|
---|
1622 |
|
---|
1623 | case WINED3DFMT_R8G8B8:
|
---|
1624 | if (colorkey_active) {
|
---|
1625 | *convert = CONVERT_CK_RGB24;
|
---|
1626 | *format = GL_RGBA;
|
---|
1627 | *internal = GL_RGBA;
|
---|
1628 | *type = GL_UNSIGNED_INT_8_8_8_8;
|
---|
1629 | *target_bpp = 4;
|
---|
1630 | }
|
---|
1631 | break;
|
---|
1632 |
|
---|
1633 | case WINED3DFMT_X8R8G8B8:
|
---|
1634 | if (colorkey_active) {
|
---|
1635 | *convert = CONVERT_RGB32_888;
|
---|
1636 | *format = GL_RGBA;
|
---|
1637 | *internal = GL_RGBA;
|
---|
1638 | *type = GL_UNSIGNED_INT_8_8_8_8;
|
---|
1639 | }
|
---|
1640 | break;
|
---|
1641 |
|
---|
1642 | case WINED3DFMT_V8U8:
|
---|
1643 | if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
|
---|
1644 | *convert = CONVERT_V8U8;
|
---|
1645 | *format = GL_BGR;
|
---|
1646 | *internal = GL_RGB8;
|
---|
1647 | *type = GL_UNSIGNED_BYTE;
|
---|
1648 | *target_bpp = 3;
|
---|
1649 | break;
|
---|
1650 |
|
---|
1651 | case WINED3DFMT_L6V5U5:
|
---|
1652 | *convert = CONVERT_L6V5U5;
|
---|
1653 | if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
---|
1654 | *target_bpp = 3;
|
---|
1655 | /* Use format and types from table */
|
---|
1656 | } else {
|
---|
1657 | /* Load it into unsigned R5G6B5, swap L and V channels, and revert that in the shader */
|
---|
1658 | *target_bpp = 2;
|
---|
1659 | *format = GL_RGB;
|
---|
1660 | *internal = GL_RGB5;
|
---|
1661 | *type = GL_UNSIGNED_SHORT_5_6_5;
|
---|
1662 | }
|
---|
1663 | break;
|
---|
1664 |
|
---|
1665 | case WINED3DFMT_X8L8V8U8:
|
---|
1666 | *convert = CONVERT_X8L8V8U8;
|
---|
1667 | *target_bpp = 4;
|
---|
1668 | if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
---|
1669 | /* Use formats from gl table. It is a bit unfortunate, but the conversion
|
---|
1670 | * is needed to set the X format to 255 to get 1.0 for alpha when sampling
|
---|
1671 | * the texture. OpenGL can't use GL_DSDT8_MAG8_NV as internal format with
|
---|
1672 | * the needed type and format parameter, so the internal format contains a
|
---|
1673 | * 4th component, which is returned as alpha
|
---|
1674 | */
|
---|
1675 | } else {
|
---|
1676 | *format = GL_BGRA;
|
---|
1677 | *internal = GL_RGB8;
|
---|
1678 | *type = GL_UNSIGNED_INT_8_8_8_8_REV;
|
---|
1679 | }
|
---|
1680 | break;
|
---|
1681 |
|
---|
1682 | case WINED3DFMT_Q8W8V8U8:
|
---|
1683 | if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
|
---|
1684 | *convert = CONVERT_Q8W8V8U8;
|
---|
1685 | *format = GL_BGRA;
|
---|
1686 | *internal = GL_RGBA8;
|
---|
1687 | *type = GL_UNSIGNED_BYTE;
|
---|
1688 | *target_bpp = 4;
|
---|
1689 | break;
|
---|
1690 |
|
---|
1691 | case WINED3DFMT_V16U16:
|
---|
1692 | if(GL_SUPPORT(NV_TEXTURE_SHADER3)) break;
|
---|
1693 | *convert = CONVERT_V16U16;
|
---|
1694 | *format = GL_BGR;
|
---|
1695 | *internal = GL_RGB16_EXT;
|
---|
1696 | *type = GL_UNSIGNED_SHORT;
|
---|
1697 | *target_bpp = 6;
|
---|
1698 | break;
|
---|
1699 |
|
---|
1700 | case WINED3DFMT_A4L4:
|
---|
1701 | /* A4L4 exists as an internal gl format, but for some reason there is not
|
---|
1702 | * format+type combination to load it. Thus convert it to A8L8, then load it
|
---|
1703 | * with A4L4 internal, but A8L8 format+type
|
---|
1704 | */
|
---|
1705 | *convert = CONVERT_A4L4;
|
---|
1706 | *format = GL_LUMINANCE_ALPHA;
|
---|
1707 | *internal = GL_LUMINANCE4_ALPHA4;
|
---|
1708 | *type = GL_UNSIGNED_BYTE;
|
---|
1709 | *target_bpp = 2;
|
---|
1710 | break;
|
---|
1711 |
|
---|
1712 | default:
|
---|
1713 | break;
|
---|
1714 | }
|
---|
1715 |
|
---|
1716 | return WINED3D_OK;
|
---|
1717 | }
|
---|
1718 |
|
---|
1719 | static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
|
---|
1720 | UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
|
---|
1721 | {
|
---|
1722 | const BYTE *source;
|
---|
1723 | BYTE *dest;
|
---|
1724 | TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
|
---|
1725 |
|
---|
1726 | switch (convert) {
|
---|
1727 | case NO_CONVERSION:
|
---|
1728 | {
|
---|
1729 | memcpy(dst, src, pitch * height);
|
---|
1730 | break;
|
---|
1731 | }
|
---|
1732 | case CONVERT_PALETTED:
|
---|
1733 | case CONVERT_PALETTED_CK:
|
---|
1734 | {
|
---|
1735 | IWineD3DPaletteImpl* pal = This->palette;
|
---|
1736 | BYTE table[256][4];
|
---|
1737 | unsigned int x, y;
|
---|
1738 |
|
---|
1739 | if( pal == NULL) {
|
---|
1740 | /* TODO: If we are a sublevel, try to get the palette from level 0 */
|
---|
1741 | }
|
---|
1742 |
|
---|
1743 | d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
|
---|
1744 |
|
---|
1745 | for (y = 0; y < height; y++)
|
---|
1746 | {
|
---|
1747 | source = src + pitch * y;
|
---|
1748 | dest = dst + outpitch * y;
|
---|
1749 | /* This is an 1 bpp format, using the width here is fine */
|
---|
1750 | for (x = 0; x < width; x++) {
|
---|
1751 | BYTE color = *source++;
|
---|
1752 | *dest++ = table[color][0];
|
---|
1753 | *dest++ = table[color][1];
|
---|
1754 | *dest++ = table[color][2];
|
---|
1755 | *dest++ = table[color][3];
|
---|
1756 | }
|
---|
1757 | }
|
---|
1758 | }
|
---|
1759 | break;
|
---|
1760 |
|
---|
1761 | case CONVERT_CK_565:
|
---|
1762 | {
|
---|
1763 | /* Converting the 565 format in 5551 packed to emulate color-keying.
|
---|
1764 |
|
---|
1765 | Note : in all these conversion, it would be best to average the averaging
|
---|
1766 | pixels to get the color of the pixel that will be color-keyed to
|
---|
1767 | prevent 'color bleeding'. This will be done later on if ever it is
|
---|
1768 | too visible.
|
---|
1769 |
|
---|
1770 | Note2: Nvidia documents say that their driver does not support alpha + color keying
|
---|
1771 | on the same surface and disables color keying in such a case
|
---|
1772 | */
|
---|
1773 | unsigned int x, y;
|
---|
1774 | const WORD *Source;
|
---|
1775 | WORD *Dest;
|
---|
1776 |
|
---|
1777 | TRACE("Color keyed 565\n");
|
---|
1778 |
|
---|
1779 | for (y = 0; y < height; y++) {
|
---|
1780 | Source = (const WORD *)(src + y * pitch);
|
---|
1781 | Dest = (WORD *) (dst + y * outpitch);
|
---|
1782 | for (x = 0; x < width; x++ ) {
|
---|
1783 | WORD color = *Source++;
|
---|
1784 | *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
|
---|
1785 | if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
|
---|
1786 | (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
|
---|
1787 | *Dest |= 0x0001;
|
---|
1788 | }
|
---|
1789 | Dest++;
|
---|
1790 | }
|
---|
1791 | }
|
---|
1792 | }
|
---|
1793 | break;
|
---|
1794 |
|
---|
1795 | case CONVERT_CK_5551:
|
---|
1796 | {
|
---|
1797 | /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
|
---|
1798 | unsigned int x, y;
|
---|
1799 | const WORD *Source;
|
---|
1800 | WORD *Dest;
|
---|
1801 | TRACE("Color keyed 5551\n");
|
---|
1802 | for (y = 0; y < height; y++) {
|
---|
1803 | Source = (const WORD *)(src + y * pitch);
|
---|
1804 | Dest = (WORD *) (dst + y * outpitch);
|
---|
1805 | for (x = 0; x < width; x++ ) {
|
---|
1806 | WORD color = *Source++;
|
---|
1807 | *Dest = color;
|
---|
1808 | if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
|
---|
1809 | (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
|
---|
1810 | *Dest |= (1 << 15);
|
---|
1811 | }
|
---|
1812 | else {
|
---|
1813 | *Dest &= ~(1 << 15);
|
---|
1814 | }
|
---|
1815 | Dest++;
|
---|
1816 | }
|
---|
1817 | }
|
---|
1818 | }
|
---|
1819 | break;
|
---|
1820 |
|
---|
1821 | case CONVERT_CK_RGB24:
|
---|
1822 | {
|
---|
1823 | /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
|
---|
1824 | unsigned int x, y;
|
---|
1825 | for (y = 0; y < height; y++)
|
---|
1826 | {
|
---|
1827 | source = src + pitch * y;
|
---|
1828 | dest = dst + outpitch * y;
|
---|
1829 | for (x = 0; x < width; x++) {
|
---|
1830 | DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
|
---|
1831 | DWORD dstcolor = color << 8;
|
---|
1832 | if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
|
---|
1833 | (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
|
---|
1834 | dstcolor |= 0xff;
|
---|
1835 | }
|
---|
1836 | *(DWORD*)dest = dstcolor;
|
---|
1837 | source += 3;
|
---|
1838 | dest += 4;
|
---|
1839 | }
|
---|
1840 | }
|
---|
1841 | }
|
---|
1842 | break;
|
---|
1843 |
|
---|
1844 | case CONVERT_RGB32_888:
|
---|
1845 | {
|
---|
1846 | /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
|
---|
1847 | unsigned int x, y;
|
---|
1848 | for (y = 0; y < height; y++)
|
---|
1849 | {
|
---|
1850 | source = src + pitch * y;
|
---|
1851 | dest = dst + outpitch * y;
|
---|
1852 | for (x = 0; x < width; x++) {
|
---|
1853 | DWORD color = 0xffffff & *(const DWORD*)source;
|
---|
1854 | DWORD dstcolor = color << 8;
|
---|
1855 | if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
|
---|
1856 | (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
|
---|
1857 | dstcolor |= 0xff;
|
---|
1858 | }
|
---|
1859 | *(DWORD*)dest = dstcolor;
|
---|
1860 | source += 4;
|
---|
1861 | dest += 4;
|
---|
1862 | }
|
---|
1863 | }
|
---|
1864 | }
|
---|
1865 | break;
|
---|
1866 |
|
---|
1867 | case CONVERT_V8U8:
|
---|
1868 | {
|
---|
1869 | unsigned int x, y;
|
---|
1870 | const short *Source;
|
---|
1871 | unsigned char *Dest;
|
---|
1872 | for(y = 0; y < height; y++) {
|
---|
1873 | Source = (const short *)(src + y * pitch);
|
---|
1874 | Dest = dst + y * outpitch;
|
---|
1875 | for (x = 0; x < width; x++ ) {
|
---|
1876 | long color = (*Source++);
|
---|
1877 | /* B */ Dest[0] = 0xff;
|
---|
1878 | /* G */ Dest[1] = (color >> 8) + 128; /* V */
|
---|
1879 | /* R */ Dest[2] = (color) + 128; /* U */
|
---|
1880 | Dest += 3;
|
---|
1881 | }
|
---|
1882 | }
|
---|
1883 | break;
|
---|
1884 | }
|
---|
1885 |
|
---|
1886 | case CONVERT_V16U16:
|
---|
1887 | {
|
---|
1888 | unsigned int x, y;
|
---|
1889 | const DWORD *Source;
|
---|
1890 | unsigned short *Dest;
|
---|
1891 | for(y = 0; y < height; y++) {
|
---|
1892 | Source = (const DWORD *)(src + y * pitch);
|
---|
1893 | Dest = (unsigned short *) (dst + y * outpitch);
|
---|
1894 | for (x = 0; x < width; x++ ) {
|
---|
1895 | DWORD color = (*Source++);
|
---|
1896 | /* B */ Dest[0] = 0xffff;
|
---|
1897 | /* G */ Dest[1] = (color >> 16) + 32768; /* V */
|
---|
1898 | /* R */ Dest[2] = (color ) + 32768; /* U */
|
---|
1899 | Dest += 3;
|
---|
1900 | }
|
---|
1901 | }
|
---|
1902 | break;
|
---|
1903 | }
|
---|
1904 |
|
---|
1905 | case CONVERT_Q8W8V8U8:
|
---|
1906 | {
|
---|
1907 | unsigned int x, y;
|
---|
1908 | const DWORD *Source;
|
---|
1909 | unsigned char *Dest;
|
---|
1910 | for(y = 0; y < height; y++) {
|
---|
1911 | Source = (const DWORD *)(src + y * pitch);
|
---|
1912 | Dest = dst + y * outpitch;
|
---|
1913 | for (x = 0; x < width; x++ ) {
|
---|
1914 | long color = (*Source++);
|
---|
1915 | /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
|
---|
1916 | /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
|
---|
1917 | /* R */ Dest[2] = (color & 0xff) + 128; /* U */
|
---|
1918 | /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
|
---|
1919 | Dest += 4;
|
---|
1920 | }
|
---|
1921 | }
|
---|
1922 | break;
|
---|
1923 | }
|
---|
1924 |
|
---|
1925 | case CONVERT_L6V5U5:
|
---|
1926 | {
|
---|
1927 | unsigned int x, y;
|
---|
1928 | const WORD *Source;
|
---|
1929 | unsigned char *Dest;
|
---|
1930 |
|
---|
1931 | if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
---|
1932 | /* This makes the gl surface bigger(24 bit instead of 16), but it works with
|
---|
1933 | * fixed function and shaders without further conversion once the surface is
|
---|
1934 | * loaded
|
---|
1935 | */
|
---|
1936 | for(y = 0; y < height; y++) {
|
---|
1937 | Source = (const WORD *)(src + y * pitch);
|
---|
1938 | Dest = dst + y * outpitch;
|
---|
1939 | for (x = 0; x < width; x++ ) {
|
---|
1940 | short color = (*Source++);
|
---|
1941 | unsigned char l = ((color >> 10) & 0xfc);
|
---|
1942 | char v = ((color >> 5) & 0x3e);
|
---|
1943 | char u = ((color ) & 0x1f);
|
---|
1944 |
|
---|
1945 | /* 8 bits destination, 6 bits source, 8th bit is the sign. gl ignores the sign
|
---|
1946 | * and doubles the positive range. Thus shift left only once, gl does the 2nd
|
---|
1947 | * shift. GL reads a signed value and converts it into an unsigned value.
|
---|
1948 | */
|
---|
1949 | /* M */ Dest[2] = l << 1;
|
---|
1950 |
|
---|
1951 | /* Those are read as signed, but kept signed. Just left-shift 3 times to scale
|
---|
1952 | * from 5 bit values to 8 bit values.
|
---|
1953 | */
|
---|
1954 | /* V */ Dest[1] = v << 3;
|
---|
1955 | /* U */ Dest[0] = u << 3;
|
---|
1956 | Dest += 3;
|
---|
1957 | }
|
---|
1958 | }
|
---|
1959 | } else {
|
---|
1960 | for(y = 0; y < height; y++) {
|
---|
1961 | unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
|
---|
1962 | Source = (const WORD *)(src + y * pitch);
|
---|
1963 | for (x = 0; x < width; x++ ) {
|
---|
1964 | short color = (*Source++);
|
---|
1965 | unsigned char l = ((color >> 10) & 0xfc);
|
---|
1966 | short v = ((color >> 5) & 0x3e);
|
---|
1967 | short u = ((color ) & 0x1f);
|
---|
1968 | short v_conv = v + 16;
|
---|
1969 | short u_conv = u + 16;
|
---|
1970 |
|
---|
1971 | *Dest_s = ((v_conv << 11) & 0xf800) | ((l << 5) & 0x7e0) | (u_conv & 0x1f);
|
---|
1972 | Dest_s += 1;
|
---|
1973 | }
|
---|
1974 | }
|
---|
1975 | }
|
---|
1976 | break;
|
---|
1977 | }
|
---|
1978 |
|
---|
1979 | case CONVERT_X8L8V8U8:
|
---|
1980 | {
|
---|
1981 | unsigned int x, y;
|
---|
1982 | const DWORD *Source;
|
---|
1983 | unsigned char *Dest;
|
---|
1984 |
|
---|
1985 | if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
|
---|
1986 | /* This implementation works with the fixed function pipeline and shaders
|
---|
1987 | * without further modification after converting the surface.
|
---|
1988 | */
|
---|
1989 | for(y = 0; y < height; y++) {
|
---|
1990 | Source = (const DWORD *)(src + y * pitch);
|
---|
1991 | Dest = dst + y * outpitch;
|
---|
1992 | for (x = 0; x < width; x++ ) {
|
---|
1993 | long color = (*Source++);
|
---|
1994 | /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
|
---|
1995 | /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
|
---|
1996 | /* U */ Dest[0] = (color & 0xff); /* U */
|
---|
1997 | /* I */ Dest[3] = 255; /* X */
|
---|
1998 | Dest += 4;
|
---|
1999 | }
|
---|
2000 | }
|
---|
2001 | } else {
|
---|
2002 | /* Doesn't work correctly with the fixed function pipeline, but can work in
|
---|
2003 | * shaders if the shader is adjusted. (There's no use for this format in gl's
|
---|
2004 | * standard fixed function pipeline anyway).
|
---|
2005 | */
|
---|
2006 | for(y = 0; y < height; y++) {
|
---|
2007 | Source = (const DWORD *)(src + y * pitch);
|
---|
2008 | Dest = dst + y * outpitch;
|
---|
2009 | for (x = 0; x < width; x++ ) {
|
---|
2010 | long color = (*Source++);
|
---|
2011 | /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
|
---|
2012 | /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
|
---|
2013 | /* R */ Dest[2] = (color & 0xff) + 128; /* U */
|
---|
2014 | Dest += 4;
|
---|
2015 | }
|
---|
2016 | }
|
---|
2017 | }
|
---|
2018 | break;
|
---|
2019 | }
|
---|
2020 |
|
---|
2021 | case CONVERT_A4L4:
|
---|
2022 | {
|
---|
2023 | unsigned int x, y;
|
---|
2024 | const unsigned char *Source;
|
---|
2025 | unsigned char *Dest;
|
---|
2026 | for(y = 0; y < height; y++) {
|
---|
2027 | Source = src + y * pitch;
|
---|
2028 | Dest = dst + y * outpitch;
|
---|
2029 | for (x = 0; x < width; x++ ) {
|
---|
2030 | unsigned char color = (*Source++);
|
---|
2031 | /* A */ Dest[1] = (color & 0xf0) << 0;
|
---|
2032 | /* L */ Dest[0] = (color & 0x0f) << 4;
|
---|
2033 | Dest += 2;
|
---|
2034 | }
|
---|
2035 | }
|
---|
2036 | break;
|
---|
2037 | }
|
---|
2038 |
|
---|
2039 | default:
|
---|
2040 | ERR("Unsupported conversation type %d\n", convert);
|
---|
2041 | }
|
---|
2042 | return WINED3D_OK;
|
---|
2043 | }
|
---|
2044 |
|
---|
2045 | static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) {
|
---|
2046 | IWineD3DPaletteImpl* pal = This->palette;
|
---|
2047 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
2048 | BOOL index_in_alpha = FALSE;
|
---|
2049 | int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
|
---|
2050 | unsigned int i;
|
---|
2051 |
|
---|
2052 | /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
|
---|
2053 | * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
|
---|
2054 | * is slow. Further RGB->P8 conversion is not possible because palettes can have
|
---|
2055 | * duplicate entries. Store the color key in the unused alpha component to speed the
|
---|
2056 | * download up and to make conversion unneeded. */
|
---|
2057 | index_in_alpha = primary_render_target_is_p8(device);
|
---|
2058 |
|
---|
2059 | if (pal == NULL) {
|
---|
2060 | /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
|
---|
2061 | if(dxVersion <= 7) {
|
---|
2062 | ERR("This code should never get entered for DirectDraw!, expect problems\n");
|
---|
2063 | if(index_in_alpha) {
|
---|
2064 | /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
|
---|
2065 | there's no palette at this time. */
|
---|
2066 | for (i = 0; i < 256; i++) table[i][3] = i;
|
---|
2067 | }
|
---|
2068 | } else {
|
---|
2069 | /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
|
---|
2070 | alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
|
---|
2071 | capability flag is present (wine does advertise this capability) */
|
---|
2072 | for (i = 0; i < 256; i++) {
|
---|
2073 | table[i][0] = device->palettes[device->currentPalette][i].peRed;
|
---|
2074 | table[i][1] = device->palettes[device->currentPalette][i].peGreen;
|
---|
2075 | table[i][2] = device->palettes[device->currentPalette][i].peBlue;
|
---|
2076 | table[i][3] = device->palettes[device->currentPalette][i].peFlags;
|
---|
2077 | }
|
---|
2078 | }
|
---|
2079 | } else {
|
---|
2080 | TRACE("Using surface palette %p\n", pal);
|
---|
2081 | /* Get the surface's palette */
|
---|
2082 | for (i = 0; i < 256; i++) {
|
---|
2083 | table[i][0] = pal->palents[i].peRed;
|
---|
2084 | table[i][1] = pal->palents[i].peGreen;
|
---|
2085 | table[i][2] = pal->palents[i].peBlue;
|
---|
2086 |
|
---|
2087 | /* When index_in_alpha is the palette index is stored in the alpha component. In case of a readback
|
---|
2088 | we can then read GL_ALPHA. Color keying is handled in BltOverride using a GL_ALPHA_TEST using GL_NOT_EQUAL.
|
---|
2089 | In case of index_in_alpha the color key itself is passed to glAlphaFunc in other cases the alpha component
|
---|
2090 | of pixels that should be masked away is set to 0. */
|
---|
2091 | if(index_in_alpha) {
|
---|
2092 | table[i][3] = i;
|
---|
2093 | } else if(colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue) && (i <= This->SrcBltCKey.dwColorSpaceHighValue)) {
|
---|
2094 | table[i][3] = 0x00;
|
---|
2095 | } else if(pal->Flags & WINEDDPCAPS_ALPHA) {
|
---|
2096 | table[i][3] = pal->palents[i].peFlags;
|
---|
2097 | } else {
|
---|
2098 | table[i][3] = 0xFF;
|
---|
2099 | }
|
---|
2100 | }
|
---|
2101 | }
|
---|
2102 | }
|
---|
2103 |
|
---|
2104 | /* This function is used in case of 8bit paletted textures to upload the palette.
|
---|
2105 | It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
|
---|
2106 | extensions like ATI_fragment_shaders is possible.
|
---|
2107 | */
|
---|
2108 | static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
|
---|
2109 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2110 | BYTE table[256][4];
|
---|
2111 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
2112 |
|
---|
2113 | d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
|
---|
2114 |
|
---|
2115 | /* Try to use the paletted texture extension */
|
---|
2116 | if(GL_SUPPORT(EXT_PALETTED_TEXTURE))
|
---|
2117 | {
|
---|
2118 | TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
|
---|
2119 | GL_EXTCALL(glColorTableEXT(This->glDescription.target,GL_RGBA,256,GL_RGBA,GL_UNSIGNED_BYTE, table));
|
---|
2120 | }
|
---|
2121 | else
|
---|
2122 | {
|
---|
2123 | /* Let a fragment shader do the color conversion by uploading the palette to a 1D texture.
|
---|
2124 | * The 8bit pixel data will be used as an index in this palette texture to retrieve the final color. */
|
---|
2125 | TRACE("Using fragment shaders for emulating 8-bit paletted texture support\n");
|
---|
2126 |
|
---|
2127 | /* Create the fragment program if we don't have it */
|
---|
2128 | if(!device->paletteConversionShader)
|
---|
2129 | {
|
---|
2130 | const char *fragment_palette_conversion =
|
---|
2131 | "!!ARBfp1.0\n"
|
---|
2132 | "TEMP index;\n"
|
---|
2133 | /* { 255/256, 0.5/255*255/256, 0, 0 } */
|
---|
2134 | "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
|
---|
2135 | /* The alpha-component contains the palette index */
|
---|
2136 | "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
|
---|
2137 | /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
|
---|
2138 | "MAD index.a, index.a, constants.x, constants.y;\n"
|
---|
2139 | /* Use the alpha-component as an index in the palette to get the final color */
|
---|
2140 | "TEX result.color, index.a, texture[1], 1D;\n"
|
---|
2141 | "END";
|
---|
2142 |
|
---|
2143 | glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
---|
2144 | GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
|
---|
2145 | GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
|
---|
2146 | GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
|
---|
2147 | glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
---|
2148 | }
|
---|
2149 |
|
---|
2150 | glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
---|
2151 | GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
|
---|
2152 |
|
---|
2153 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1));
|
---|
2154 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
---|
2155 |
|
---|
2156 | glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
2157 | glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); /* Make sure we have discrete color levels. */
|
---|
2158 | glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
2159 | glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, table); /* Upload the palette */
|
---|
2160 |
|
---|
2161 | /* Switch back to unit 0 in which the 2D texture will be stored. */
|
---|
2162 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0));
|
---|
2163 |
|
---|
2164 | /* Rebind the texture because it isn't bound anymore */
|
---|
2165 | glBindTexture(This->glDescription.target, This->glDescription.textureName);
|
---|
2166 | }
|
---|
2167 | }
|
---|
2168 |
|
---|
2169 | BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
|
---|
2170 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
2171 |
|
---|
2172 | if(This->palette || (This->resource.format != WINED3DFMT_P8 && This->resource.format != WINED3DFMT_A8P8)) {
|
---|
2173 | /* If a ddraw-style palette is attached assume no d3d9 palette change.
|
---|
2174 | * Also the palette isn't interesting if the surface format isn't P8 or A8P8
|
---|
2175 | */
|
---|
2176 | return FALSE;
|
---|
2177 | }
|
---|
2178 |
|
---|
2179 | if(This->palette9) {
|
---|
2180 | if(memcmp(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256) == 0) {
|
---|
2181 | return FALSE;
|
---|
2182 | }
|
---|
2183 | } else {
|
---|
2184 | This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
|
---|
2185 | }
|
---|
2186 | memcpy(This->palette9, &device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
|
---|
2187 | return TRUE;
|
---|
2188 | }
|
---|
2189 |
|
---|
2190 | static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
|
---|
2191 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2192 |
|
---|
2193 | if (!(This->Flags & SFLAG_INTEXTURE)) {
|
---|
2194 | TRACE("Reloading because surface is dirty\n");
|
---|
2195 | } else if(/* Reload: gl texture has ck, now no ckey is set OR */
|
---|
2196 | ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
|
---|
2197 | /* Reload: vice versa OR */
|
---|
2198 | ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
|
---|
2199 | /* Also reload: Color key is active AND the color key has changed */
|
---|
2200 | ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
|
---|
2201 | (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
|
---|
2202 | (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
|
---|
2203 | TRACE("Reloading because of color keying\n");
|
---|
2204 | /* To perform the color key conversion we need a sysmem copy of
|
---|
2205 | * the surface. Make sure we have it
|
---|
2206 | */
|
---|
2207 |
|
---|
2208 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
|
---|
2209 | /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
|
---|
2210 | /* TODO: This is not necessarily needed with hw palettized texture support */
|
---|
2211 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
|
---|
2212 | } else {
|
---|
2213 | TRACE("surface is already in texture\n");
|
---|
2214 | return WINED3D_OK;
|
---|
2215 | }
|
---|
2216 |
|
---|
2217 | /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
|
---|
2218 | * These resources are not bound by device size or format restrictions. Because of this,
|
---|
2219 | * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
|
---|
2220 | * However, these resources can always be created, locked, and copied.
|
---|
2221 | */
|
---|
2222 | if (This->resource.pool == WINED3DPOOL_SCRATCH )
|
---|
2223 | {
|
---|
2224 | FIXME("(%p) Operation not supported for scratch textures\n",This);
|
---|
2225 | return WINED3DERR_INVALIDCALL;
|
---|
2226 | }
|
---|
2227 |
|
---|
2228 | This->srgb = srgb_mode;
|
---|
2229 | IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* no partial locking for textures yet */);
|
---|
2230 |
|
---|
2231 | #if 0
|
---|
2232 | {
|
---|
2233 | static unsigned int gen = 0;
|
---|
2234 | char buffer[4096];
|
---|
2235 | ++gen;
|
---|
2236 | if ((gen % 10) == 0) {
|
---|
2237 | snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
|
---|
2238 | IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
|
---|
2239 | }
|
---|
2240 | /*
|
---|
2241 | * debugging crash code
|
---|
2242 | if (gen == 250) {
|
---|
2243 | void** test = NULL;
|
---|
2244 | *test = 0;
|
---|
2245 | }
|
---|
2246 | */
|
---|
2247 | }
|
---|
2248 | #endif
|
---|
2249 |
|
---|
2250 | if (!(This->Flags & SFLAG_DONOTFREE)) {
|
---|
2251 | HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
|
---|
2252 | This->resource.allocatedMemory = NULL;
|
---|
2253 | This->resource.heapMemory = NULL;
|
---|
2254 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
|
---|
2255 | }
|
---|
2256 |
|
---|
2257 | return WINED3D_OK;
|
---|
2258 | }
|
---|
2259 |
|
---|
2260 | static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
|
---|
2261 | /* TODO: check for locks */
|
---|
2262 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2263 | IWineD3DBaseTexture *baseTexture = NULL;
|
---|
2264 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
2265 |
|
---|
2266 | TRACE("(%p)Checking to see if the container is a base texture\n", This);
|
---|
2267 | if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
|
---|
2268 | TRACE("Passing to container\n");
|
---|
2269 | IWineD3DBaseTexture_BindTexture(baseTexture);
|
---|
2270 | IWineD3DBaseTexture_Release(baseTexture);
|
---|
2271 | } else {
|
---|
2272 | TRACE("(%p) : Binding surface\n", This);
|
---|
2273 |
|
---|
2274 | if(!device->isInDraw) {
|
---|
2275 | ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
---|
2276 | }
|
---|
2277 |
|
---|
2278 | ENTER_GL();
|
---|
2279 |
|
---|
2280 | if (!This->glDescription.level) {
|
---|
2281 | if (!This->glDescription.textureName) {
|
---|
2282 | glGenTextures(1, &This->glDescription.textureName);
|
---|
2283 | checkGLcall("glGenTextures");
|
---|
2284 | TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
|
---|
2285 |
|
---|
2286 | glBindTexture(This->glDescription.target, This->glDescription.textureName);
|
---|
2287 | checkGLcall("glBindTexture");
|
---|
2288 | glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
2289 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
|
---|
2290 | glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
2291 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
|
---|
2292 | glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
---|
2293 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
|
---|
2294 | glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
2295 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
|
---|
2296 | glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
2297 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
|
---|
2298 | }
|
---|
2299 | /* This is where we should be reducing the amount of GLMemoryUsed */
|
---|
2300 | } else if (This->glDescription.textureName) {
|
---|
2301 | /* Mipmap surfaces should have a base texture container */
|
---|
2302 | ERR("Mipmap surface has a glTexture bound to it!\n");
|
---|
2303 | }
|
---|
2304 |
|
---|
2305 | glBindTexture(This->glDescription.target, This->glDescription.textureName);
|
---|
2306 | checkGLcall("glBindTexture");
|
---|
2307 |
|
---|
2308 | LEAVE_GL();
|
---|
2309 | }
|
---|
2310 | return;
|
---|
2311 | }
|
---|
2312 |
|
---|
2313 | #include <errno.h>
|
---|
2314 | #include <stdio.h>
|
---|
2315 | static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
|
---|
2316 | {
|
---|
2317 | FILE* f = NULL;
|
---|
2318 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2319 | char *allocatedMemory;
|
---|
2320 | const char *textureRow;
|
---|
2321 | IWineD3DSwapChain *swapChain = NULL;
|
---|
2322 | int width, height, i, y;
|
---|
2323 | GLuint tmpTexture = 0;
|
---|
2324 | DWORD color;
|
---|
2325 | /*FIXME:
|
---|
2326 | Textures may not be stored in ->allocatedgMemory and a GlTexture
|
---|
2327 | so we should lock the surface before saving a snapshot, or at least check that
|
---|
2328 | */
|
---|
2329 | /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
|
---|
2330 | by calling GetTexImage and in compressed form by calling
|
---|
2331 | GetCompressedTexImageARB. Queried compressed images can be saved and
|
---|
2332 | later reused by calling CompressedTexImage[123]DARB. Pre-compressed
|
---|
2333 | texture images do not need to be processed by the GL and should
|
---|
2334 | significantly improve texture loading performance relative to uncompressed
|
---|
2335 | images. */
|
---|
2336 |
|
---|
2337 | /* Setup the width and height to be the internal texture width and height. */
|
---|
2338 | width = This->pow2Width;
|
---|
2339 | height = This->pow2Height;
|
---|
2340 | /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
|
---|
2341 | IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
|
---|
2342 |
|
---|
2343 | if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
|
---|
2344 | /* if were not a real texture then read the back buffer into a real texture */
|
---|
2345 | /* we don't want to interfere with the back buffer so read the data into a temporary
|
---|
2346 | * texture and then save the data out of the temporary texture
|
---|
2347 | */
|
---|
2348 | GLint prevRead;
|
---|
2349 | ENTER_GL();
|
---|
2350 | TRACE("(%p) Reading render target into texture\n", This);
|
---|
2351 |
|
---|
2352 | glGenTextures(1, &tmpTexture);
|
---|
2353 | glBindTexture(GL_TEXTURE_2D, tmpTexture);
|
---|
2354 |
|
---|
2355 | glTexImage2D(GL_TEXTURE_2D,
|
---|
2356 | 0,
|
---|
2357 | GL_RGBA,
|
---|
2358 | width,
|
---|
2359 | height,
|
---|
2360 | 0/*border*/,
|
---|
2361 | GL_RGBA,
|
---|
2362 | GL_UNSIGNED_INT_8_8_8_8_REV,
|
---|
2363 | NULL);
|
---|
2364 |
|
---|
2365 | glGetIntegerv(GL_READ_BUFFER, &prevRead);
|
---|
2366 | checkGLcall("glGetIntegerv");
|
---|
2367 | glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
|
---|
2368 | checkGLcall("glReadBuffer");
|
---|
2369 | glCopyTexImage2D(GL_TEXTURE_2D,
|
---|
2370 | 0,
|
---|
2371 | GL_RGBA,
|
---|
2372 | 0,
|
---|
2373 | 0,
|
---|
2374 | width,
|
---|
2375 | height,
|
---|
2376 | 0);
|
---|
2377 |
|
---|
2378 | checkGLcall("glCopyTexImage2D");
|
---|
2379 | glReadBuffer(prevRead);
|
---|
2380 | LEAVE_GL();
|
---|
2381 |
|
---|
2382 | } else { /* bind the real texture, and make sure it up to date */
|
---|
2383 | IWineD3DSurface_PreLoad(iface);
|
---|
2384 | surface_bind_and_dirtify(This);
|
---|
2385 | }
|
---|
2386 | allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
|
---|
2387 | ENTER_GL();
|
---|
2388 | FIXME("Saving texture level %d width %d height %d\n", This->glDescription.level, width, height);
|
---|
2389 | glGetTexImage(GL_TEXTURE_2D,
|
---|
2390 | This->glDescription.level,
|
---|
2391 | GL_RGBA,
|
---|
2392 | GL_UNSIGNED_INT_8_8_8_8_REV,
|
---|
2393 | allocatedMemory);
|
---|
2394 | checkGLcall("glTexImage2D");
|
---|
2395 | if (tmpTexture) {
|
---|
2396 | glBindTexture(GL_TEXTURE_2D, 0);
|
---|
2397 | glDeleteTextures(1, &tmpTexture);
|
---|
2398 | }
|
---|
2399 | LEAVE_GL();
|
---|
2400 |
|
---|
2401 | f = fopen(filename, "w+");
|
---|
2402 | if (NULL == f) {
|
---|
2403 | ERR("opening of %s failed with: %s\n", filename, strerror(errno));
|
---|
2404 | return WINED3DERR_INVALIDCALL;
|
---|
2405 | }
|
---|
2406 | /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
|
---|
2407 | TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
|
---|
2408 | /* TGA header */
|
---|
2409 | fputc(0,f);
|
---|
2410 | fputc(0,f);
|
---|
2411 | fputc(2,f);
|
---|
2412 | fputc(0,f);
|
---|
2413 | fputc(0,f);
|
---|
2414 | fputc(0,f);
|
---|
2415 | fputc(0,f);
|
---|
2416 | fputc(0,f);
|
---|
2417 | fputc(0,f);
|
---|
2418 | fputc(0,f);
|
---|
2419 | fputc(0,f);
|
---|
2420 | fputc(0,f);
|
---|
2421 | /* short width*/
|
---|
2422 | fwrite(&width,2,1,f);
|
---|
2423 | /* short height */
|
---|
2424 | fwrite(&height,2,1,f);
|
---|
2425 | /* format rgba */
|
---|
2426 | fputc(0x20,f);
|
---|
2427 | fputc(0x28,f);
|
---|
2428 | /* raw data */
|
---|
2429 | /* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up */
|
---|
2430 | if(swapChain)
|
---|
2431 | textureRow = allocatedMemory + (width * (height - 1) *4);
|
---|
2432 | else
|
---|
2433 | textureRow = allocatedMemory;
|
---|
2434 | for (y = 0 ; y < height; y++) {
|
---|
2435 | for (i = 0; i < width; i++) {
|
---|
2436 | color = *((const DWORD*)textureRow);
|
---|
2437 | fputc((color >> 16) & 0xFF, f); /* B */
|
---|
2438 | fputc((color >> 8) & 0xFF, f); /* G */
|
---|
2439 | fputc((color >> 0) & 0xFF, f); /* R */
|
---|
2440 | fputc((color >> 24) & 0xFF, f); /* A */
|
---|
2441 | textureRow += 4;
|
---|
2442 | }
|
---|
2443 | /* take two rows of the pointer to the texture memory */
|
---|
2444 | if(swapChain)
|
---|
2445 | (textureRow-= width << 3);
|
---|
2446 |
|
---|
2447 | }
|
---|
2448 | TRACE("Closing file\n");
|
---|
2449 | fclose(f);
|
---|
2450 |
|
---|
2451 | if(swapChain) {
|
---|
2452 | IWineD3DSwapChain_Release(swapChain);
|
---|
2453 | }
|
---|
2454 | HeapFree(GetProcessHeap(), 0, allocatedMemory);
|
---|
2455 | return WINED3D_OK;
|
---|
2456 | }
|
---|
2457 |
|
---|
2458 | /**
|
---|
2459 | * Slightly inefficient way to handle multiple dirty rects but it works :)
|
---|
2460 | */
|
---|
2461 | static HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect)
|
---|
2462 | {
|
---|
2463 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2464 | IWineD3DBaseTexture *baseTexture = NULL;
|
---|
2465 |
|
---|
2466 | if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
|
---|
2467 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
|
---|
2468 |
|
---|
2469 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
|
---|
2470 | if (NULL != pDirtyRect) {
|
---|
2471 | This->dirtyRect.left = min(This->dirtyRect.left, pDirtyRect->left);
|
---|
2472 | This->dirtyRect.top = min(This->dirtyRect.top, pDirtyRect->top);
|
---|
2473 | This->dirtyRect.right = max(This->dirtyRect.right, pDirtyRect->right);
|
---|
2474 | This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
|
---|
2475 | } else {
|
---|
2476 | This->dirtyRect.left = 0;
|
---|
2477 | This->dirtyRect.top = 0;
|
---|
2478 | This->dirtyRect.right = This->currentDesc.Width;
|
---|
2479 | This->dirtyRect.bottom = This->currentDesc.Height;
|
---|
2480 | }
|
---|
2481 | TRACE("(%p) : Dirty: yes, Rect:(%d,%d,%d,%d)\n", This, This->dirtyRect.left,
|
---|
2482 | This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
|
---|
2483 | /* if the container is a basetexture then mark it dirty. */
|
---|
2484 | if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
|
---|
2485 | TRACE("Passing to container\n");
|
---|
2486 | IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
|
---|
2487 | IWineD3DBaseTexture_Release(baseTexture);
|
---|
2488 | }
|
---|
2489 | return WINED3D_OK;
|
---|
2490 | }
|
---|
2491 |
|
---|
2492 | static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
|
---|
2493 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2494 | HRESULT hr;
|
---|
2495 | const struct GlPixelFormatDesc *glDesc;
|
---|
2496 | getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
|
---|
2497 |
|
---|
2498 | TRACE("(%p) : Calling base function first\n", This);
|
---|
2499 | hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
|
---|
2500 | if(SUCCEEDED(hr)) {
|
---|
2501 | /* Setup some glformat defaults */
|
---|
2502 | This->glDescription.glFormat = glDesc->glFormat;
|
---|
2503 | This->glDescription.glFormatInternal = glDesc->glInternal;
|
---|
2504 | This->glDescription.glType = glDesc->glType;
|
---|
2505 |
|
---|
2506 | This->Flags &= ~SFLAG_ALLOCATED;
|
---|
2507 | TRACE("(%p) : glFormat %d, glFotmatInternal %d, glType %d\n", This,
|
---|
2508 | This->glDescription.glFormat, This->glDescription.glFormatInternal, This->glDescription.glType);
|
---|
2509 | }
|
---|
2510 | return hr;
|
---|
2511 | }
|
---|
2512 |
|
---|
2513 | static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
|
---|
2514 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
2515 |
|
---|
2516 | if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
|
---|
2517 | WARN("Surface is locked or the HDC is in use\n");
|
---|
2518 | return WINED3DERR_INVALIDCALL;
|
---|
2519 | }
|
---|
2520 |
|
---|
2521 | if(Mem && Mem != This->resource.allocatedMemory) {
|
---|
2522 | void *release = NULL;
|
---|
2523 |
|
---|
2524 | /* Do I have to copy the old surface content? */
|
---|
2525 | if(This->Flags & SFLAG_DIBSECTION) {
|
---|
2526 | /* Release the DC. No need to hold the critical section for the update
|
---|
2527 | * Thread because this thread runs only on front buffers, but this method
|
---|
2528 | * fails for render targets in the check above.
|
---|
2529 | */
|
---|
2530 | SelectObject(This->hDC, This->dib.holdbitmap);
|
---|
2531 | DeleteDC(This->hDC);
|
---|
2532 | /* Release the DIB section */
|
---|
2533 | DeleteObject(This->dib.DIBsection);
|
---|
2534 | This->dib.bitmap_data = NULL;
|
---|
2535 | This->resource.allocatedMemory = NULL;
|
---|
2536 | This->hDC = NULL;
|
---|
2537 | This->Flags &= ~SFLAG_DIBSECTION;
|
---|
2538 | } else if(!(This->Flags & SFLAG_USERPTR)) {
|
---|
2539 | release = This->resource.heapMemory;
|
---|
2540 | This->resource.heapMemory = NULL;
|
---|
2541 | }
|
---|
2542 | This->resource.allocatedMemory = Mem;
|
---|
2543 | This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
|
---|
2544 |
|
---|
2545 | /* Now the surface memory is most up do date. Invalidate drawable and texture */
|
---|
2546 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
|
---|
2547 |
|
---|
2548 | /* For client textures opengl has to be notified */
|
---|
2549 | if(This->Flags & SFLAG_CLIENT) {
|
---|
2550 | This->Flags &= ~SFLAG_ALLOCATED;
|
---|
2551 | IWineD3DSurface_PreLoad(iface);
|
---|
2552 | /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
|
---|
2553 | }
|
---|
2554 |
|
---|
2555 | /* Now free the old memory if any */
|
---|
2556 | HeapFree(GetProcessHeap(), 0, release);
|
---|
2557 | } else if(This->Flags & SFLAG_USERPTR) {
|
---|
2558 | /* LockRect and GetDC will re-create the dib section and allocated memory */
|
---|
2559 | This->resource.allocatedMemory = NULL;
|
---|
2560 | /* HeapMemory should be NULL already */
|
---|
2561 | if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
|
---|
2562 | This->Flags &= ~SFLAG_USERPTR;
|
---|
2563 |
|
---|
2564 | if(This->Flags & SFLAG_CLIENT) {
|
---|
2565 | This->Flags &= ~SFLAG_ALLOCATED;
|
---|
2566 | /* This respecifies an empty texture and opengl knows that the old memory is gone */
|
---|
2567 | IWineD3DSurface_PreLoad(iface);
|
---|
2568 | }
|
---|
2569 | }
|
---|
2570 | return WINED3D_OK;
|
---|
2571 | }
|
---|
2572 |
|
---|
2573 | void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
|
---|
2574 |
|
---|
2575 | /* Flip the surface contents */
|
---|
2576 | /* Flip the DC */
|
---|
2577 | {
|
---|
2578 | HDC tmp;
|
---|
2579 | tmp = front->hDC;
|
---|
2580 | front->hDC = back->hDC;
|
---|
2581 | back->hDC = tmp;
|
---|
2582 | }
|
---|
2583 |
|
---|
2584 | /* Flip the DIBsection */
|
---|
2585 | {
|
---|
2586 | HBITMAP tmp;
|
---|
2587 | BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
|
---|
2588 | tmp = front->dib.DIBsection;
|
---|
2589 | front->dib.DIBsection = back->dib.DIBsection;
|
---|
2590 | back->dib.DIBsection = tmp;
|
---|
2591 |
|
---|
2592 | if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
|
---|
2593 | else front->Flags &= ~SFLAG_DIBSECTION;
|
---|
2594 | if(hasDib) back->Flags |= SFLAG_DIBSECTION;
|
---|
2595 | else back->Flags &= ~SFLAG_DIBSECTION;
|
---|
2596 | }
|
---|
2597 |
|
---|
2598 | /* Flip the surface data */
|
---|
2599 | {
|
---|
2600 | void* tmp;
|
---|
2601 |
|
---|
2602 | tmp = front->dib.bitmap_data;
|
---|
2603 | front->dib.bitmap_data = back->dib.bitmap_data;
|
---|
2604 | back->dib.bitmap_data = tmp;
|
---|
2605 |
|
---|
2606 | tmp = front->resource.allocatedMemory;
|
---|
2607 | front->resource.allocatedMemory = back->resource.allocatedMemory;
|
---|
2608 | back->resource.allocatedMemory = tmp;
|
---|
2609 |
|
---|
2610 | tmp = front->resource.heapMemory;
|
---|
2611 | front->resource.heapMemory = back->resource.heapMemory;
|
---|
2612 | back->resource.heapMemory = tmp;
|
---|
2613 | }
|
---|
2614 |
|
---|
2615 | /* Flip the PBO */
|
---|
2616 | {
|
---|
2617 | GLuint tmp_pbo = front->pbo;
|
---|
2618 | front->pbo = back->pbo;
|
---|
2619 | back->pbo = tmp_pbo;
|
---|
2620 | }
|
---|
2621 |
|
---|
2622 | /* client_memory should not be different, but just in case */
|
---|
2623 | {
|
---|
2624 | BOOL tmp;
|
---|
2625 | tmp = front->dib.client_memory;
|
---|
2626 | front->dib.client_memory = back->dib.client_memory;
|
---|
2627 | back->dib.client_memory = tmp;
|
---|
2628 | }
|
---|
2629 |
|
---|
2630 | /* Flip the opengl texture */
|
---|
2631 | {
|
---|
2632 | glDescriptor tmp_desc = back->glDescription;
|
---|
2633 | back->glDescription = front->glDescription;
|
---|
2634 | front->glDescription = tmp_desc;
|
---|
2635 | }
|
---|
2636 |
|
---|
2637 | {
|
---|
2638 | DWORD tmp_flags = back->Flags;
|
---|
2639 | back->Flags = front->Flags;
|
---|
2640 | front->Flags = tmp_flags;
|
---|
2641 | }
|
---|
2642 | }
|
---|
2643 |
|
---|
2644 | static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
|
---|
2645 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2646 | IWineD3DSwapChainImpl *swapchain = NULL;
|
---|
2647 | HRESULT hr;
|
---|
2648 | TRACE("(%p)->(%p,%x)\n", This, override, Flags);
|
---|
2649 |
|
---|
2650 | /* Flipping is only supported on RenderTargets and overlays*/
|
---|
2651 | if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
|
---|
2652 | WARN("Tried to flip a non-render target, non-overlay surface\n");
|
---|
2653 | return WINEDDERR_NOTFLIPPABLE;
|
---|
2654 | }
|
---|
2655 |
|
---|
2656 | if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
|
---|
2657 | flip_surface(This, (IWineD3DSurfaceImpl *) override);
|
---|
2658 |
|
---|
2659 | /* Update the overlay if it is visible */
|
---|
2660 | if(This->overlay_dest) {
|
---|
2661 | return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
|
---|
2662 | } else {
|
---|
2663 | return WINED3D_OK;
|
---|
2664 | }
|
---|
2665 | }
|
---|
2666 |
|
---|
2667 | if(override) {
|
---|
2668 | /* DDraw sets this for the X11 surfaces, so don't confuse the user
|
---|
2669 | * FIXME("(%p) Target override is not supported by now\n", This);
|
---|
2670 | * Additionally, it isn't really possible to support triple-buffering
|
---|
2671 | * properly on opengl at all
|
---|
2672 | */
|
---|
2673 | }
|
---|
2674 |
|
---|
2675 | IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
|
---|
2676 | if(!swapchain) {
|
---|
2677 | ERR("Flipped surface is not on a swapchain\n");
|
---|
2678 | return WINEDDERR_NOTFLIPPABLE;
|
---|
2679 | }
|
---|
2680 |
|
---|
2681 | /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
|
---|
2682 | * and only d3d8 and d3d9 apps specify the presentation interval
|
---|
2683 | */
|
---|
2684 | if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
|
---|
2685 | /* Most common case first to avoid wasting time on all the other cases */
|
---|
2686 | swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
|
---|
2687 | } else if(Flags & WINEDDFLIP_NOVSYNC) {
|
---|
2688 | swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
|
---|
2689 | } else if(Flags & WINEDDFLIP_INTERVAL2) {
|
---|
2690 | swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
|
---|
2691 | } else if(Flags & WINEDDFLIP_INTERVAL3) {
|
---|
2692 | swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
|
---|
2693 | } else {
|
---|
2694 | swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
|
---|
2695 | }
|
---|
2696 |
|
---|
2697 | /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
|
---|
2698 | hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
|
---|
2699 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
2700 | return hr;
|
---|
2701 | }
|
---|
2702 |
|
---|
2703 | /* Does a direct frame buffer -> texture copy. Stretching is done
|
---|
2704 | * with single pixel copy calls
|
---|
2705 | */
|
---|
2706 | static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
|
---|
2707 | IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
|
---|
2708 | BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
|
---|
2709 | {
|
---|
2710 | IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
---|
2711 | float xrel, yrel;
|
---|
2712 | UINT row;
|
---|
2713 | IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
|
---|
2714 |
|
---|
2715 |
|
---|
2716 | ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
|
---|
2717 | IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
|
---|
2718 | ENTER_GL();
|
---|
2719 |
|
---|
2720 | /* Bind the target texture */
|
---|
2721 | glBindTexture(This->glDescription.target, This->glDescription.textureName);
|
---|
2722 | checkGLcall("glBindTexture");
|
---|
2723 | if(!swapchain) {
|
---|
2724 | TRACE("Reading from an offscreen target\n");
|
---|
2725 | upsidedown = !upsidedown;
|
---|
2726 | glReadBuffer(myDevice->offscreenBuffer);
|
---|
2727 | } else {
|
---|
2728 | GLenum buffer = surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain);
|
---|
2729 | glReadBuffer(buffer);
|
---|
2730 | }
|
---|
2731 | checkGLcall("glReadBuffer");
|
---|
2732 |
|
---|
2733 | xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
|
---|
2734 | yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
|
---|
2735 |
|
---|
2736 | if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
|
---|
2737 | FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
|
---|
2738 |
|
---|
2739 | if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
|
---|
2740 | ERR("Texture filtering not supported in direct blit\n");
|
---|
2741 | }
|
---|
2742 | } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
|
---|
2743 | ERR("Texture filtering not supported in direct blit\n");
|
---|
2744 | }
|
---|
2745 |
|
---|
2746 | if(upsidedown &&
|
---|
2747 | !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
|
---|
2748 | !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
|
---|
2749 | /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
|
---|
2750 |
|
---|
2751 | glCopyTexSubImage2D(This->glDescription.target,
|
---|
2752 | This->glDescription.level,
|
---|
2753 | drect->x1, drect->y1, /* xoffset, yoffset */
|
---|
2754 | srect->x1, Src->currentDesc.Height - srect->y2,
|
---|
2755 | drect->x2 - drect->x1, drect->y2 - drect->y1);
|
---|
2756 | } else {
|
---|
2757 | UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
|
---|
2758 | /* I have to process this row by row to swap the image,
|
---|
2759 | * otherwise it would be upside down, so stretching in y direction
|
---|
2760 | * doesn't cost extra time
|
---|
2761 | *
|
---|
2762 | * However, stretching in x direction can be avoided if not necessary
|
---|
2763 | */
|
---|
2764 | for(row = drect->y1; row < drect->y2; row++) {
|
---|
2765 | if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
|
---|
2766 | /* Well, that stuff works, but it's very slow.
|
---|
2767 | * find a better way instead
|
---|
2768 | */
|
---|
2769 | UINT col;
|
---|
2770 |
|
---|
2771 | for(col = drect->x1; col < drect->x2; col++) {
|
---|
2772 | glCopyTexSubImage2D(This->glDescription.target,
|
---|
2773 | This->glDescription.level,
|
---|
2774 | drect->x1 + col, row, /* xoffset, yoffset */
|
---|
2775 | srect->x1 + col * xrel, yoffset - (int) (row * yrel),
|
---|
2776 | 1, 1);
|
---|
2777 | }
|
---|
2778 | } else {
|
---|
2779 | glCopyTexSubImage2D(This->glDescription.target,
|
---|
2780 | This->glDescription.level,
|
---|
2781 | drect->x1, row, /* xoffset, yoffset */
|
---|
2782 | srect->x1, yoffset - (int) (row * yrel),
|
---|
2783 | drect->x2-drect->x1, 1);
|
---|
2784 | }
|
---|
2785 | }
|
---|
2786 | }
|
---|
2787 | checkGLcall("glCopyTexSubImage2D");
|
---|
2788 |
|
---|
2789 | LEAVE_GL();
|
---|
2790 | }
|
---|
2791 |
|
---|
2792 | /* Uses the hardware to stretch and flip the image */
|
---|
2793 | static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
|
---|
2794 | IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
|
---|
2795 | BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
|
---|
2796 | {
|
---|
2797 | GLuint src, backup = 0;
|
---|
2798 | IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
---|
2799 | IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
|
---|
2800 | float left, right, top, bottom; /* Texture coordinates */
|
---|
2801 | UINT fbwidth = Src->currentDesc.Width;
|
---|
2802 | UINT fbheight = Src->currentDesc.Height;
|
---|
2803 | GLenum drawBuffer = GL_BACK;
|
---|
2804 | GLenum texture_target;
|
---|
2805 | BOOL noBackBufferBackup;
|
---|
2806 |
|
---|
2807 | TRACE("Using hwstretch blit\n");
|
---|
2808 | /* Activate the Proper context for reading from the source surface, set it up for blitting */
|
---|
2809 | ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
|
---|
2810 | IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
|
---|
2811 |
|
---|
2812 | noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
|
---|
2813 | if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
|
---|
2814 | /* Get it a description */
|
---|
2815 | IWineD3DSurface_PreLoad(SrcSurface);
|
---|
2816 | }
|
---|
2817 | ENTER_GL();
|
---|
2818 |
|
---|
2819 | /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
|
---|
2820 | * This way we don't have to wait for the 2nd readback to finish to leave this function.
|
---|
2821 | */
|
---|
2822 | if(myDevice->activeContext->aux_buffers >= 2) {
|
---|
2823 | /* Got more than one aux buffer? Use the 2nd aux buffer */
|
---|
2824 | drawBuffer = GL_AUX1;
|
---|
2825 | } else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && myDevice->activeContext->aux_buffers >= 1) {
|
---|
2826 | /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
|
---|
2827 | drawBuffer = GL_AUX0;
|
---|
2828 | }
|
---|
2829 |
|
---|
2830 | if(noBackBufferBackup) {
|
---|
2831 | glGenTextures(1, &backup);
|
---|
2832 | checkGLcall("glGenTextures\n");
|
---|
2833 | glBindTexture(GL_TEXTURE_2D, backup);
|
---|
2834 | checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
|
---|
2835 | texture_target = GL_TEXTURE_2D;
|
---|
2836 | } else {
|
---|
2837 | /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
|
---|
2838 | * we are reading from the back buffer, the backup can be used as source texture
|
---|
2839 | */
|
---|
2840 | texture_target = Src->glDescription.target;
|
---|
2841 | glBindTexture(texture_target, Src->glDescription.textureName);
|
---|
2842 | checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
|
---|
2843 | glEnable(texture_target);
|
---|
2844 | checkGLcall("glEnable(texture_target)");
|
---|
2845 |
|
---|
2846 | /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
|
---|
2847 | Src->Flags &= ~SFLAG_INTEXTURE;
|
---|
2848 | }
|
---|
2849 |
|
---|
2850 | if(swapchain) {
|
---|
2851 | glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain));
|
---|
2852 | } else {
|
---|
2853 | TRACE("Reading from an offscreen target\n");
|
---|
2854 | upsidedown = !upsidedown;
|
---|
2855 | glReadBuffer(myDevice->offscreenBuffer);
|
---|
2856 | }
|
---|
2857 |
|
---|
2858 | /* TODO: Only back up the part that will be overwritten */
|
---|
2859 | glCopyTexSubImage2D(texture_target, 0,
|
---|
2860 | 0, 0 /* read offsets */,
|
---|
2861 | 0, 0,
|
---|
2862 | fbwidth,
|
---|
2863 | fbheight);
|
---|
2864 |
|
---|
2865 | checkGLcall("glCopyTexSubImage2D");
|
---|
2866 |
|
---|
2867 | /* No issue with overriding these - the sampler is dirty due to blit usage */
|
---|
2868 | glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
|
---|
2869 | magLookup[Filter - WINED3DTEXF_NONE]);
|
---|
2870 | checkGLcall("glTexParameteri");
|
---|
2871 | glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
|
---|
2872 | minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
|
---|
2873 | checkGLcall("glTexParameteri");
|
---|
2874 |
|
---|
2875 | if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
|
---|
2876 | src = backup ? backup : Src->glDescription.textureName;
|
---|
2877 | } else {
|
---|
2878 | glReadBuffer(GL_FRONT);
|
---|
2879 | checkGLcall("glReadBuffer(GL_FRONT)");
|
---|
2880 |
|
---|
2881 | glGenTextures(1, &src);
|
---|
2882 | checkGLcall("glGenTextures(1, &src)");
|
---|
2883 | glBindTexture(GL_TEXTURE_2D, src);
|
---|
2884 | checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
|
---|
2885 |
|
---|
2886 | /* TODO: Only copy the part that will be read. Use srect->x1, srect->y2 as origin, but with the width watch
|
---|
2887 | * out for power of 2 sizes
|
---|
2888 | */
|
---|
2889 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
|
---|
2890 | GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
---|
2891 | checkGLcall("glTexImage2D");
|
---|
2892 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
|
---|
2893 | 0, 0 /* read offsets */,
|
---|
2894 | 0, 0,
|
---|
2895 | fbwidth,
|
---|
2896 | fbheight);
|
---|
2897 |
|
---|
2898 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
2899 | checkGLcall("glTexParameteri");
|
---|
2900 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
2901 | checkGLcall("glTexParameteri");
|
---|
2902 |
|
---|
2903 | glReadBuffer(GL_BACK);
|
---|
2904 | checkGLcall("glReadBuffer(GL_BACK)");
|
---|
2905 |
|
---|
2906 | if(texture_target != GL_TEXTURE_2D) {
|
---|
2907 | glDisable(texture_target);
|
---|
2908 | glEnable(GL_TEXTURE_2D);
|
---|
2909 | texture_target = GL_TEXTURE_2D;
|
---|
2910 | }
|
---|
2911 | }
|
---|
2912 | checkGLcall("glEnd and previous");
|
---|
2913 |
|
---|
2914 | left = srect->x1;
|
---|
2915 | right = srect->x2;
|
---|
2916 |
|
---|
2917 | if(upsidedown) {
|
---|
2918 | top = Src->currentDesc.Height - srect->y1;
|
---|
2919 | bottom = Src->currentDesc.Height - srect->y2;
|
---|
2920 | } else {
|
---|
2921 | top = Src->currentDesc.Height - srect->y2;
|
---|
2922 | bottom = Src->currentDesc.Height - srect->y1;
|
---|
2923 | }
|
---|
2924 |
|
---|
2925 | if(Src->Flags & SFLAG_NORMCOORD) {
|
---|
2926 | left /= Src->pow2Width;
|
---|
2927 | right /= Src->pow2Width;
|
---|
2928 | top /= Src->pow2Height;
|
---|
2929 | bottom /= Src->pow2Height;
|
---|
2930 | }
|
---|
2931 |
|
---|
2932 | /* draw the source texture stretched and upside down. The correct surface is bound already */
|
---|
2933 | glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
2934 | glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
2935 |
|
---|
2936 | glDrawBuffer(drawBuffer);
|
---|
2937 | glReadBuffer(drawBuffer);
|
---|
2938 |
|
---|
2939 | glBegin(GL_QUADS);
|
---|
2940 | /* bottom left */
|
---|
2941 | glTexCoord2f(left, bottom);
|
---|
2942 | glVertex2i(0, fbheight);
|
---|
2943 |
|
---|
2944 | /* top left */
|
---|
2945 | glTexCoord2f(left, top);
|
---|
2946 | glVertex2i(0, fbheight - drect->y2 - drect->y1);
|
---|
2947 |
|
---|
2948 | /* top right */
|
---|
2949 | glTexCoord2f(right, top);
|
---|
2950 | glVertex2i(drect->x2 - drect->x1, fbheight - drect->y2 - drect->y1);
|
---|
2951 |
|
---|
2952 | /* bottom right */
|
---|
2953 | glTexCoord2f(right, bottom);
|
---|
2954 | glVertex2i(drect->x2 - drect->x1, fbheight);
|
---|
2955 | glEnd();
|
---|
2956 | checkGLcall("glEnd and previous");
|
---|
2957 |
|
---|
2958 | if(texture_target != This->glDescription.target) {
|
---|
2959 | glDisable(texture_target);
|
---|
2960 | glEnable(This->glDescription.target);
|
---|
2961 | texture_target = This->glDescription.target;
|
---|
2962 | }
|
---|
2963 |
|
---|
2964 | /* Now read the stretched and upside down image into the destination texture */
|
---|
2965 | glBindTexture(texture_target, This->glDescription.textureName);
|
---|
2966 | checkGLcall("glBindTexture");
|
---|
2967 | glCopyTexSubImage2D(texture_target,
|
---|
2968 | 0,
|
---|
2969 | drect->x1, drect->y1, /* xoffset, yoffset */
|
---|
2970 | 0, 0, /* We blitted the image to the origin */
|
---|
2971 | drect->x2 - drect->x1, drect->y2 - drect->y1);
|
---|
2972 | checkGLcall("glCopyTexSubImage2D");
|
---|
2973 |
|
---|
2974 | if(drawBuffer == GL_BACK) {
|
---|
2975 | /* Write the back buffer backup back */
|
---|
2976 | if(backup) {
|
---|
2977 | if(texture_target != GL_TEXTURE_2D) {
|
---|
2978 | glDisable(texture_target);
|
---|
2979 | glEnable(GL_TEXTURE_2D);
|
---|
2980 | texture_target = GL_TEXTURE_2D;
|
---|
2981 | }
|
---|
2982 | glBindTexture(GL_TEXTURE_2D, backup);
|
---|
2983 | checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
|
---|
2984 | } else {
|
---|
2985 | if(texture_target != Src->glDescription.target) {
|
---|
2986 | glDisable(texture_target);
|
---|
2987 | glEnable(Src->glDescription.target);
|
---|
2988 | texture_target = Src->glDescription.target;
|
---|
2989 | }
|
---|
2990 | glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
|
---|
2991 | checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
|
---|
2992 | }
|
---|
2993 |
|
---|
2994 | glBegin(GL_QUADS);
|
---|
2995 | /* top left */
|
---|
2996 | glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
|
---|
2997 | glVertex2i(0, 0);
|
---|
2998 |
|
---|
2999 | /* bottom left */
|
---|
3000 | glTexCoord2f(0.0, 0.0);
|
---|
3001 | glVertex2i(0, fbheight);
|
---|
3002 |
|
---|
3003 | /* bottom right */
|
---|
3004 | glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
|
---|
3005 | glVertex2i(fbwidth, Src->currentDesc.Height);
|
---|
3006 |
|
---|
3007 | /* top right */
|
---|
3008 | glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
|
---|
3009 | glVertex2i(fbwidth, 0);
|
---|
3010 | glEnd();
|
---|
3011 | } else {
|
---|
3012 | /* Restore the old draw buffer */
|
---|
3013 | glDrawBuffer(GL_BACK);
|
---|
3014 | }
|
---|
3015 | glDisable(texture_target);
|
---|
3016 | checkGLcall("glDisable(texture_target)");
|
---|
3017 |
|
---|
3018 | /* Cleanup */
|
---|
3019 | if(src != Src->glDescription.textureName && src != backup) {
|
---|
3020 | glDeleteTextures(1, &src);
|
---|
3021 | checkGLcall("glDeleteTextures(1, &src)");
|
---|
3022 | }
|
---|
3023 | if(backup) {
|
---|
3024 | glDeleteTextures(1, &backup);
|
---|
3025 | checkGLcall("glDeleteTextures(1, &backup)");
|
---|
3026 | }
|
---|
3027 |
|
---|
3028 | LEAVE_GL();
|
---|
3029 | }
|
---|
3030 |
|
---|
3031 | /* Not called from the VTable */
|
---|
3032 | static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
|
---|
3033 | IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
|
---|
3034 | WINED3DTEXTUREFILTERTYPE Filter)
|
---|
3035 | {
|
---|
3036 | WINED3DRECT rect;
|
---|
3037 | IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
---|
3038 | IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
|
---|
3039 | IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
|
---|
3040 |
|
---|
3041 | TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
|
---|
3042 |
|
---|
3043 | /* Get the swapchain. One of the surfaces has to be a primary surface */
|
---|
3044 | if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
|
---|
3045 | WARN("Destination is in sysmem, rejecting gl blt\n");
|
---|
3046 | return WINED3DERR_INVALIDCALL;
|
---|
3047 | }
|
---|
3048 | IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
|
---|
3049 | if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
|
---|
3050 | if(Src) {
|
---|
3051 | if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
|
---|
3052 | WARN("Src is in sysmem, rejecting gl blt\n");
|
---|
3053 | return WINED3DERR_INVALIDCALL;
|
---|
3054 | }
|
---|
3055 | IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
|
---|
3056 | if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
|
---|
3057 | }
|
---|
3058 |
|
---|
3059 | /* Early sort out of cases where no render target is used */
|
---|
3060 | if(!dstSwapchain && !srcSwapchain &&
|
---|
3061 | SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
|
---|
3062 | TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
|
---|
3063 | return WINED3DERR_INVALIDCALL;
|
---|
3064 | }
|
---|
3065 |
|
---|
3066 | /* No destination color keying supported */
|
---|
3067 | if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
|
---|
3068 | /* Can we support that with glBlendFunc if blitting to the frame buffer? */
|
---|
3069 | TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
|
---|
3070 | return WINED3DERR_INVALIDCALL;
|
---|
3071 | }
|
---|
3072 |
|
---|
3073 | if (DestRect) {
|
---|
3074 | rect.x1 = DestRect->left;
|
---|
3075 | rect.y1 = DestRect->top;
|
---|
3076 | rect.x2 = DestRect->right;
|
---|
3077 | rect.y2 = DestRect->bottom;
|
---|
3078 | } else {
|
---|
3079 | rect.x1 = 0;
|
---|
3080 | rect.y1 = 0;
|
---|
3081 | rect.x2 = This->currentDesc.Width;
|
---|
3082 | rect.y2 = This->currentDesc.Height;
|
---|
3083 | }
|
---|
3084 |
|
---|
3085 | /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
|
---|
3086 | if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
|
---|
3087 | ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
|
---|
3088 | /* Half-life does a Blt from the back buffer to the front buffer,
|
---|
3089 | * Full surface size, no flags... Use present instead
|
---|
3090 | *
|
---|
3091 | * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
|
---|
3092 | */
|
---|
3093 |
|
---|
3094 | /* Check rects - IWineD3DDevice_Present doesn't handle them */
|
---|
3095 | while(1)
|
---|
3096 | {
|
---|
3097 | RECT mySrcRect;
|
---|
3098 | TRACE("Looking if a Present can be done...\n");
|
---|
3099 | /* Source Rectangle must be full surface */
|
---|
3100 | if( SrcRect ) {
|
---|
3101 | if(SrcRect->left != 0 || SrcRect->top != 0 ||
|
---|
3102 | SrcRect->right != Src->currentDesc.Width || SrcRect->bottom != Src->currentDesc.Height) {
|
---|
3103 | TRACE("No, Source rectangle doesn't match\n");
|
---|
3104 | break;
|
---|
3105 | }
|
---|
3106 | }
|
---|
3107 | mySrcRect.left = 0;
|
---|
3108 | mySrcRect.top = 0;
|
---|
3109 | mySrcRect.right = Src->currentDesc.Width;
|
---|
3110 | mySrcRect.bottom = Src->currentDesc.Height;
|
---|
3111 |
|
---|
3112 | /* No stretching may occur */
|
---|
3113 | if(mySrcRect.right != rect.x2 - rect.x1 ||
|
---|
3114 | mySrcRect.bottom != rect.y2 - rect.y1) {
|
---|
3115 | TRACE("No, stretching is done\n");
|
---|
3116 | break;
|
---|
3117 | }
|
---|
3118 |
|
---|
3119 | /* Destination must be full surface or match the clipping rectangle */
|
---|
3120 | if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
|
---|
3121 | {
|
---|
3122 | RECT cliprect;
|
---|
3123 | POINT pos[2];
|
---|
3124 | GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
|
---|
3125 | pos[0].x = rect.x1;
|
---|
3126 | pos[0].y = rect.y1;
|
---|
3127 | pos[1].x = rect.x2;
|
---|
3128 | pos[1].y = rect.y2;
|
---|
3129 | MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
|
---|
3130 | pos, 2);
|
---|
3131 |
|
---|
3132 | if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
|
---|
3133 | pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
|
---|
3134 | {
|
---|
3135 | TRACE("No, dest rectangle doesn't match(clipper)\n");
|
---|
3136 | TRACE("Clip rect at (%d,%d)-(%d,%d)\n", cliprect.left, cliprect.top, cliprect.right, cliprect.bottom);
|
---|
3137 | TRACE("Blt dest: (%d,%d)-(%d,%d)\n", rect.x1, rect.y1, rect.x2, rect.y2);
|
---|
3138 | break;
|
---|
3139 | }
|
---|
3140 | }
|
---|
3141 | else
|
---|
3142 | {
|
---|
3143 | if(rect.x1 != 0 || rect.y1 != 0 ||
|
---|
3144 | rect.x2 != This->currentDesc.Width || rect.y2 != This->currentDesc.Height) {
|
---|
3145 | TRACE("No, dest rectangle doesn't match(surface size)\n");
|
---|
3146 | break;
|
---|
3147 | }
|
---|
3148 | }
|
---|
3149 |
|
---|
3150 | TRACE("Yes\n");
|
---|
3151 |
|
---|
3152 | /* These flags are unimportant for the flag check, remove them */
|
---|
3153 | if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
|
---|
3154 | WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
|
---|
3155 |
|
---|
3156 | /* The idea behind this is that a glReadPixels and a glDrawPixels call
|
---|
3157 | * take very long, while a flip is fast.
|
---|
3158 | * This applies to Half-Life, which does such Blts every time it finished
|
---|
3159 | * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
|
---|
3160 | * menu. This is also used by all apps when they do windowed rendering
|
---|
3161 | *
|
---|
3162 | * The problem is that flipping is not really the same as copying. After a
|
---|
3163 | * Blt the front buffer is a copy of the back buffer, and the back buffer is
|
---|
3164 | * untouched. Therefore it's necessary to override the swap effect
|
---|
3165 | * and to set it back after the flip.
|
---|
3166 | *
|
---|
3167 | * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
|
---|
3168 | * testcases.
|
---|
3169 | */
|
---|
3170 |
|
---|
3171 | dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
|
---|
3172 | dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
|
---|
3173 |
|
---|
3174 | TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
|
---|
3175 | IWineD3DSwapChain_Present((IWineD3DSwapChain *) dstSwapchain, NULL, NULL, 0, NULL, 0);
|
---|
3176 |
|
---|
3177 | dstSwapchain->presentParms.SwapEffect = orig_swap;
|
---|
3178 |
|
---|
3179 | return WINED3D_OK;
|
---|
3180 | }
|
---|
3181 | break;
|
---|
3182 | }
|
---|
3183 |
|
---|
3184 | TRACE("Unsupported blit between buffers on the same swapchain\n");
|
---|
3185 | return WINED3DERR_INVALIDCALL;
|
---|
3186 | } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
|
---|
3187 | FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
|
---|
3188 | return WINED3DERR_INVALIDCALL;
|
---|
3189 | } else if(dstSwapchain && srcSwapchain) {
|
---|
3190 | FIXME("Implement hardware blit between two different swapchains\n");
|
---|
3191 | return WINED3DERR_INVALIDCALL;
|
---|
3192 | } else if(dstSwapchain) {
|
---|
3193 | if(SrcSurface == myDevice->render_targets[0]) {
|
---|
3194 | TRACE("Blit from active render target to a swapchain\n");
|
---|
3195 | /* Handled with regular texture -> swapchain blit */
|
---|
3196 | }
|
---|
3197 | } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
|
---|
3198 | FIXME("Implement blit from a swapchain to the active render target\n");
|
---|
3199 | return WINED3DERR_INVALIDCALL;
|
---|
3200 | }
|
---|
3201 |
|
---|
3202 | if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
|
---|
3203 | /* Blit from render target to texture */
|
---|
3204 | WINED3DRECT srect;
|
---|
3205 | BOOL upsideDown, stretchx;
|
---|
3206 | BOOL paletteOverride = FALSE;
|
---|
3207 |
|
---|
3208 | if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
|
---|
3209 | TRACE("Color keying not supported by frame buffer to texture blit\n");
|
---|
3210 | return WINED3DERR_INVALIDCALL;
|
---|
3211 | /* Destination color key is checked above */
|
---|
3212 | }
|
---|
3213 |
|
---|
3214 | /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
|
---|
3215 | * glCopyTexSubImage is a bit picky about the parameters we pass to it
|
---|
3216 | */
|
---|
3217 | if(SrcRect) {
|
---|
3218 | if(SrcRect->top < SrcRect->bottom) {
|
---|
3219 | srect.y1 = SrcRect->top;
|
---|
3220 | srect.y2 = SrcRect->bottom;
|
---|
3221 | upsideDown = FALSE;
|
---|
3222 | } else {
|
---|
3223 | srect.y1 = SrcRect->bottom;
|
---|
3224 | srect.y2 = SrcRect->top;
|
---|
3225 | upsideDown = TRUE;
|
---|
3226 | }
|
---|
3227 | srect.x1 = SrcRect->left;
|
---|
3228 | srect.x2 = SrcRect->right;
|
---|
3229 | } else {
|
---|
3230 | srect.x1 = 0;
|
---|
3231 | srect.y1 = 0;
|
---|
3232 | srect.x2 = Src->currentDesc.Width;
|
---|
3233 | srect.y2 = Src->currentDesc.Height;
|
---|
3234 | upsideDown = FALSE;
|
---|
3235 | }
|
---|
3236 | if(rect.x1 > rect.x2) {
|
---|
3237 | UINT tmp = rect.x2;
|
---|
3238 | rect.x2 = rect.x1;
|
---|
3239 | rect.x1 = tmp;
|
---|
3240 | upsideDown = !upsideDown;
|
---|
3241 | }
|
---|
3242 |
|
---|
3243 | if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
|
---|
3244 | stretchx = TRUE;
|
---|
3245 | } else {
|
---|
3246 | stretchx = FALSE;
|
---|
3247 | }
|
---|
3248 |
|
---|
3249 | /* When blitting from a render target a texture, the texture isn't required to have a palette.
|
---|
3250 | * In this case grab the palette from the render target. */
|
---|
3251 | if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
|
---|
3252 | paletteOverride = TRUE;
|
---|
3253 | TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
|
---|
3254 | This->palette = Src->palette;
|
---|
3255 | }
|
---|
3256 |
|
---|
3257 | /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
|
---|
3258 | * flip the image nor scale it.
|
---|
3259 | *
|
---|
3260 | * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
|
---|
3261 | * -> If the app wants a image width an unscaled width, copy it line per line
|
---|
3262 | * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
|
---|
3263 | * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
|
---|
3264 | * back buffer. This is slower than reading line per line, thus not used for flipping
|
---|
3265 | * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
|
---|
3266 | * pixel by pixel
|
---|
3267 | *
|
---|
3268 | * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
|
---|
3269 | * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
|
---|
3270 | * backends.
|
---|
3271 | */
|
---|
3272 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
|
---|
3273 | stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
|
---|
3274 | (IWineD3DSurface *)This, &rect, Filter, upsideDown);
|
---|
3275 | } else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
|
---|
3276 | rect.y2 - rect.y1 > Src->currentDesc.Height) {
|
---|
3277 | TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
|
---|
3278 | fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
|
---|
3279 | } else {
|
---|
3280 | TRACE("Using hardware stretching to flip / stretch the texture\n");
|
---|
3281 | fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
|
---|
3282 | }
|
---|
3283 |
|
---|
3284 | /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
|
---|
3285 | if(paletteOverride)
|
---|
3286 | This->palette = NULL;
|
---|
3287 |
|
---|
3288 | if(!(This->Flags & SFLAG_DONOTFREE)) {
|
---|
3289 | HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
|
---|
3290 | This->resource.allocatedMemory = NULL;
|
---|
3291 | This->resource.heapMemory = NULL;
|
---|
3292 | } else {
|
---|
3293 | This->Flags &= ~SFLAG_INSYSMEM;
|
---|
3294 | }
|
---|
3295 | /* The texture is now most up to date - If the surface is a render target and has a drawable, this
|
---|
3296 | * path is never entered
|
---|
3297 | */
|
---|
3298 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
|
---|
3299 |
|
---|
3300 | return WINED3D_OK;
|
---|
3301 | } else if(Src) {
|
---|
3302 | /* Blit from offscreen surface to render target */
|
---|
3303 | float glTexCoord[4];
|
---|
3304 | DWORD oldCKeyFlags = Src->CKeyFlags;
|
---|
3305 | WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
|
---|
3306 | RECT SourceRectangle;
|
---|
3307 | BOOL paletteOverride = FALSE;
|
---|
3308 |
|
---|
3309 | TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
|
---|
3310 |
|
---|
3311 | if(SrcRect) {
|
---|
3312 | SourceRectangle.left = SrcRect->left;
|
---|
3313 | SourceRectangle.right = SrcRect->right;
|
---|
3314 | SourceRectangle.top = SrcRect->top;
|
---|
3315 | SourceRectangle.bottom = SrcRect->bottom;
|
---|
3316 | } else {
|
---|
3317 | SourceRectangle.left = 0;
|
---|
3318 | SourceRectangle.right = Src->currentDesc.Width;
|
---|
3319 | SourceRectangle.top = 0;
|
---|
3320 | SourceRectangle.bottom = Src->currentDesc.Height;
|
---|
3321 | }
|
---|
3322 |
|
---|
3323 | /* When blitting from an offscreen surface to a rendertarget, the source
|
---|
3324 | * surface is not required to have a palette. Our rendering / conversion
|
---|
3325 | * code further down the road retrieves the palette from the surface, so
|
---|
3326 | * it must have a palette set. */
|
---|
3327 | if((Src->resource.format == WINED3DFMT_P8) && (Src->palette == NULL)) {
|
---|
3328 | paletteOverride = TRUE;
|
---|
3329 | TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
|
---|
3330 | Src->palette = This->palette;
|
---|
3331 | }
|
---|
3332 |
|
---|
3333 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
|
---|
3334 | (Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
|
---|
3335 | TRACE("Using stretch_rect_fbo\n");
|
---|
3336 | /* The source is always a texture, but never the currently active render target, and the texture
|
---|
3337 | * contents are never upside down
|
---|
3338 | */
|
---|
3339 | stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, (WINED3DRECT *) &SourceRectangle,
|
---|
3340 | (IWineD3DSurface *)This, &rect, Filter, FALSE);
|
---|
3341 |
|
---|
3342 | /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
|
---|
3343 | if(paletteOverride)
|
---|
3344 | Src->palette = NULL;
|
---|
3345 | return WINED3D_OK;
|
---|
3346 | }
|
---|
3347 |
|
---|
3348 | if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
|
---|
3349 | /* Fall back to software */
|
---|
3350 | WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
|
---|
3351 | SourceRectangle.left, SourceRectangle.top,
|
---|
3352 | SourceRectangle.right, SourceRectangle.bottom);
|
---|
3353 | return WINED3DERR_INVALIDCALL;
|
---|
3354 | }
|
---|
3355 |
|
---|
3356 | /* Color keying: Check if we have to do a color keyed blt,
|
---|
3357 | * and if not check if a color key is activated.
|
---|
3358 | *
|
---|
3359 | * Just modify the color keying parameters in the surface and restore them afterwards
|
---|
3360 | * The surface keeps track of the color key last used to load the opengl surface.
|
---|
3361 | * PreLoad will catch the change to the flags and color key and reload if necessary.
|
---|
3362 | */
|
---|
3363 | if(Flags & WINEDDBLT_KEYSRC) {
|
---|
3364 | /* Use color key from surface */
|
---|
3365 | } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
|
---|
3366 | /* Use color key from DDBltFx */
|
---|
3367 | Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
|
---|
3368 | Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
|
---|
3369 | } else {
|
---|
3370 | /* Do not use color key */
|
---|
3371 | Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
|
---|
3372 | }
|
---|
3373 |
|
---|
3374 | /* Now load the surface */
|
---|
3375 | IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
|
---|
3376 |
|
---|
3377 | /* Activate the destination context, set it up for blitting */
|
---|
3378 | ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
|
---|
3379 |
|
---|
3380 | /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
|
---|
3381 | * while OpenGL coordinates are window relative.
|
---|
3382 | * Also beware of the origin difference(top left vs bottom left).
|
---|
3383 | * Also beware that the front buffer's surface size is screen width x screen height,
|
---|
3384 | * whereas the real gl drawable size is the size of the window.
|
---|
3385 | */
|
---|
3386 | if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
|
---|
3387 | RECT windowsize;
|
---|
3388 | POINT offset = {0,0};
|
---|
3389 | UINT h;
|
---|
3390 | ClientToScreen(dstSwapchain->win_handle, &offset);
|
---|
3391 | GetClientRect(dstSwapchain->win_handle, &windowsize);
|
---|
3392 | h = windowsize.bottom - windowsize.top;
|
---|
3393 | rect.x1 -= offset.x; rect.x2 -=offset.x;
|
---|
3394 | rect.y1 -= offset.y; rect.y2 -=offset.y;
|
---|
3395 | rect.y1 += This->currentDesc.Height - h; rect.y2 += This->currentDesc.Height - h;
|
---|
3396 | }
|
---|
3397 |
|
---|
3398 | myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
|
---|
3399 | Src->glDescription.target, Src->pow2Width, Src->pow2Height);
|
---|
3400 |
|
---|
3401 | ENTER_GL();
|
---|
3402 |
|
---|
3403 | /* Bind the texture */
|
---|
3404 | glBindTexture(Src->glDescription.target, Src->glDescription.textureName);
|
---|
3405 | checkGLcall("glBindTexture");
|
---|
3406 |
|
---|
3407 | /* Filtering for StretchRect */
|
---|
3408 | glTexParameteri(Src->glDescription.target, GL_TEXTURE_MAG_FILTER,
|
---|
3409 | magLookup[Filter - WINED3DTEXF_NONE]);
|
---|
3410 | checkGLcall("glTexParameteri");
|
---|
3411 | glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
|
---|
3412 | minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
|
---|
3413 | checkGLcall("glTexParameteri");
|
---|
3414 | glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
3415 | glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
3416 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
---|
3417 | checkGLcall("glTexEnvi");
|
---|
3418 |
|
---|
3419 | /* This is for color keying */
|
---|
3420 | if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
|
---|
3421 | glEnable(GL_ALPHA_TEST);
|
---|
3422 | checkGLcall("glEnable GL_ALPHA_TEST");
|
---|
3423 |
|
---|
3424 | /* When the primary render target uses P8, the alpha component contains the palette index.
|
---|
3425 | * Which means that the colorkey is one of the palette entries. In other cases pixels that
|
---|
3426 | * should be masked away have alpha set to 0. */
|
---|
3427 | if(primary_render_target_is_p8(myDevice))
|
---|
3428 | glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
|
---|
3429 | else
|
---|
3430 | glAlphaFunc(GL_NOTEQUAL, 0.0);
|
---|
3431 | checkGLcall("glAlphaFunc\n");
|
---|
3432 | } else {
|
---|
3433 | glDisable(GL_ALPHA_TEST);
|
---|
3434 | checkGLcall("glDisable GL_ALPHA_TEST");
|
---|
3435 | }
|
---|
3436 |
|
---|
3437 | /* Draw a textured quad
|
---|
3438 | */
|
---|
3439 | glBegin(GL_QUADS);
|
---|
3440 |
|
---|
3441 | glColor3d(1.0f, 1.0f, 1.0f);
|
---|
3442 | glTexCoord2f(glTexCoord[0], glTexCoord[2]);
|
---|
3443 | glVertex3f(rect.x1,
|
---|
3444 | rect.y1,
|
---|
3445 | 0.0);
|
---|
3446 |
|
---|
3447 | glTexCoord2f(glTexCoord[0], glTexCoord[3]);
|
---|
3448 | glVertex3f(rect.x1, rect.y2, 0.0);
|
---|
3449 |
|
---|
3450 | glTexCoord2f(glTexCoord[1], glTexCoord[3]);
|
---|
3451 | glVertex3f(rect.x2,
|
---|
3452 | rect.y2,
|
---|
3453 | 0.0);
|
---|
3454 |
|
---|
3455 | glTexCoord2f(glTexCoord[1], glTexCoord[2]);
|
---|
3456 | glVertex3f(rect.x2,
|
---|
3457 | rect.y1,
|
---|
3458 | 0.0);
|
---|
3459 | glEnd();
|
---|
3460 | checkGLcall("glEnd");
|
---|
3461 |
|
---|
3462 | if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
|
---|
3463 | glDisable(GL_ALPHA_TEST);
|
---|
3464 | checkGLcall("glDisable(GL_ALPHA_TEST)");
|
---|
3465 | }
|
---|
3466 |
|
---|
3467 | glBindTexture(Src->glDescription.target, 0);
|
---|
3468 | checkGLcall("glBindTexture(Src->glDescription.target, 0)");
|
---|
3469 |
|
---|
3470 | /* Restore the color key parameters */
|
---|
3471 | Src->CKeyFlags = oldCKeyFlags;
|
---|
3472 | Src->SrcBltCKey = oldBltCKey;
|
---|
3473 |
|
---|
3474 | /* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
|
---|
3475 | if(paletteOverride)
|
---|
3476 | Src->palette = NULL;
|
---|
3477 |
|
---|
3478 | LEAVE_GL();
|
---|
3479 |
|
---|
3480 | /* Leave the opengl state valid for blitting */
|
---|
3481 | myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
|
---|
3482 |
|
---|
3483 | /* Flush in case the drawable is used by multiple GL contexts */
|
---|
3484 | if(dstSwapchain && (This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer || dstSwapchain->num_contexts >= 2))
|
---|
3485 | glFlush();
|
---|
3486 |
|
---|
3487 | /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
|
---|
3488 | /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
|
---|
3489 | * is outdated now
|
---|
3490 | */
|
---|
3491 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
|
---|
3492 |
|
---|
3493 | return WINED3D_OK;
|
---|
3494 | } else {
|
---|
3495 | /* Source-Less Blit to render target */
|
---|
3496 | if (Flags & WINEDDBLT_COLORFILL) {
|
---|
3497 | /* This is easy to handle for the D3D Device... */
|
---|
3498 | DWORD color;
|
---|
3499 |
|
---|
3500 | TRACE("Colorfill\n");
|
---|
3501 |
|
---|
3502 | /* This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0] || dstSwapchain
|
---|
3503 | must be true if we are here */
|
---|
3504 | if (This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0] &&
|
---|
3505 | !(This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer ||
|
---|
3506 | (dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]))) {
|
---|
3507 | TRACE("Surface is higher back buffer, falling back to software\n");
|
---|
3508 | return WINED3DERR_INVALIDCALL;
|
---|
3509 | }
|
---|
3510 |
|
---|
3511 | /* The color as given in the Blt function is in the format of the frame-buffer...
|
---|
3512 | * 'clear' expect it in ARGB format => we need to do some conversion :-)
|
---|
3513 | */
|
---|
3514 | if (This->resource.format == WINED3DFMT_P8) {
|
---|
3515 | DWORD alpha;
|
---|
3516 |
|
---|
3517 | if (primary_render_target_is_p8(myDevice)) alpha = DDBltFx->u5.dwFillColor << 24;
|
---|
3518 | else alpha = 0xFF000000;
|
---|
3519 |
|
---|
3520 | if (This->palette) {
|
---|
3521 | color = (alpha |
|
---|
3522 | (This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
|
---|
3523 | (This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
|
---|
3524 | (This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
|
---|
3525 | } else {
|
---|
3526 | color = alpha;
|
---|
3527 | }
|
---|
3528 | }
|
---|
3529 | else if (This->resource.format == WINED3DFMT_R5G6B5) {
|
---|
3530 | if (DDBltFx->u5.dwFillColor == 0xFFFF) {
|
---|
3531 | color = 0xFFFFFFFF;
|
---|
3532 | } else {
|
---|
3533 | color = ((0xFF000000) |
|
---|
3534 | ((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
|
---|
3535 | ((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
|
---|
3536 | ((DDBltFx->u5.dwFillColor & 0x001F) << 3));
|
---|
3537 | }
|
---|
3538 | }
|
---|
3539 | else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
|
---|
3540 | (This->resource.format == WINED3DFMT_X8R8G8B8) ) {
|
---|
3541 | color = 0xFF000000 | DDBltFx->u5.dwFillColor;
|
---|
3542 | }
|
---|
3543 | else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
|
---|
3544 | color = DDBltFx->u5.dwFillColor;
|
---|
3545 | }
|
---|
3546 | else {
|
---|
3547 | ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
|
---|
3548 | return WINED3DERR_INVALIDCALL;
|
---|
3549 | }
|
---|
3550 |
|
---|
3551 | TRACE("(%p) executing Render Target override, color = %x\n", This, color);
|
---|
3552 | IWineD3DDeviceImpl_ClearSurface(myDevice, This,
|
---|
3553 | 1, /* Number of rectangles */
|
---|
3554 | &rect, WINED3DCLEAR_TARGET, color,
|
---|
3555 | 0.0 /* Z */,
|
---|
3556 | 0 /* Stencil */);
|
---|
3557 | return WINED3D_OK;
|
---|
3558 | }
|
---|
3559 | }
|
---|
3560 |
|
---|
3561 | /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
|
---|
3562 | TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
|
---|
3563 | return WINED3DERR_INVALIDCALL;
|
---|
3564 | }
|
---|
3565 |
|
---|
3566 | static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
|
---|
3567 | IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
|
---|
3568 | {
|
---|
3569 | IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
---|
3570 | float depth;
|
---|
3571 |
|
---|
3572 | if (Flags & WINEDDBLT_DEPTHFILL) {
|
---|
3573 | switch(This->resource.format) {
|
---|
3574 | case WINED3DFMT_D16:
|
---|
3575 | depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
|
---|
3576 | break;
|
---|
3577 | case WINED3DFMT_D15S1:
|
---|
3578 | depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
|
---|
3579 | break;
|
---|
3580 | case WINED3DFMT_D24S8:
|
---|
3581 | case WINED3DFMT_D24X8:
|
---|
3582 | depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
|
---|
3583 | break;
|
---|
3584 | case WINED3DFMT_D32:
|
---|
3585 | depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
|
---|
3586 | break;
|
---|
3587 | default:
|
---|
3588 | depth = 0.0;
|
---|
3589 | ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format));
|
---|
3590 | }
|
---|
3591 |
|
---|
3592 | return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
|
---|
3593 | DestRect == NULL ? 0 : 1,
|
---|
3594 | (const WINED3DRECT *)DestRect,
|
---|
3595 | WINED3DCLEAR_ZBUFFER,
|
---|
3596 | 0x00000000,
|
---|
3597 | depth,
|
---|
3598 | 0x00000000);
|
---|
3599 | }
|
---|
3600 |
|
---|
3601 | FIXME("(%p): Unsupp depthstencil blit\n", This);
|
---|
3602 | return WINED3DERR_INVALIDCALL;
|
---|
3603 | }
|
---|
3604 |
|
---|
3605 | static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
|
---|
3606 | const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
|
---|
3607 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
3608 | IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
|
---|
3609 | IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
---|
3610 | TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
|
---|
3611 | TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
|
---|
3612 |
|
---|
3613 | if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
|
---|
3614 | {
|
---|
3615 | WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
|
---|
3616 | return WINEDDERR_SURFACEBUSY;
|
---|
3617 | }
|
---|
3618 |
|
---|
3619 | /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
|
---|
3620 | * except depth blits, which seem to work
|
---|
3621 | */
|
---|
3622 | if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
|
---|
3623 | if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
|
---|
3624 | TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
|
---|
3625 | return WINED3DERR_INVALIDCALL;
|
---|
3626 | } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
|
---|
3627 | TRACE("Z Blit override handled the blit\n");
|
---|
3628 | return WINED3D_OK;
|
---|
3629 | }
|
---|
3630 | }
|
---|
3631 |
|
---|
3632 | /* Special cases for RenderTargets */
|
---|
3633 | if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
|
---|
3634 | ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
|
---|
3635 | if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
|
---|
3636 | }
|
---|
3637 |
|
---|
3638 | /* For the rest call the X11 surface implementation.
|
---|
3639 | * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
|
---|
3640 | * other Blts are rather rare
|
---|
3641 | */
|
---|
3642 | return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
|
---|
3643 | }
|
---|
3644 |
|
---|
3645 | static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
|
---|
3646 | IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
|
---|
3647 | {
|
---|
3648 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
3649 | IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
|
---|
3650 | IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
|
---|
3651 | TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
|
---|
3652 |
|
---|
3653 | if ( (This->Flags & SFLAG_LOCKED) || ((srcImpl != NULL) && (srcImpl->Flags & SFLAG_LOCKED)))
|
---|
3654 | {
|
---|
3655 | WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
|
---|
3656 | return WINEDDERR_SURFACEBUSY;
|
---|
3657 | }
|
---|
3658 |
|
---|
3659 | if(myDevice->inScene &&
|
---|
3660 | (iface == myDevice->stencilBufferTarget ||
|
---|
3661 | (Source && Source == myDevice->stencilBufferTarget))) {
|
---|
3662 | TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
|
---|
3663 | return WINED3DERR_INVALIDCALL;
|
---|
3664 | }
|
---|
3665 |
|
---|
3666 | /* Special cases for RenderTargets */
|
---|
3667 | if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
|
---|
3668 | ( srcImpl && (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
|
---|
3669 |
|
---|
3670 | RECT SrcRect, DstRect;
|
---|
3671 | DWORD Flags=0;
|
---|
3672 |
|
---|
3673 | if(rsrc) {
|
---|
3674 | SrcRect.left = rsrc->left;
|
---|
3675 | SrcRect.top= rsrc->top;
|
---|
3676 | SrcRect.bottom = rsrc->bottom;
|
---|
3677 | SrcRect.right = rsrc->right;
|
---|
3678 | } else {
|
---|
3679 | SrcRect.left = 0;
|
---|
3680 | SrcRect.top = 0;
|
---|
3681 | SrcRect.right = srcImpl->currentDesc.Width;
|
---|
3682 | SrcRect.bottom = srcImpl->currentDesc.Height;
|
---|
3683 | }
|
---|
3684 |
|
---|
3685 | DstRect.left = dstx;
|
---|
3686 | DstRect.top=dsty;
|
---|
3687 | DstRect.right = dstx + SrcRect.right - SrcRect.left;
|
---|
3688 | DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
|
---|
3689 |
|
---|
3690 | /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
|
---|
3691 | if(trans & WINEDDBLTFAST_SRCCOLORKEY)
|
---|
3692 | Flags |= WINEDDBLT_KEYSRC;
|
---|
3693 | if(trans & WINEDDBLTFAST_DESTCOLORKEY)
|
---|
3694 | Flags |= WINEDDBLT_KEYDEST;
|
---|
3695 | if(trans & WINEDDBLTFAST_WAIT)
|
---|
3696 | Flags |= WINEDDBLT_WAIT;
|
---|
3697 | if(trans & WINEDDBLTFAST_DONOTWAIT)
|
---|
3698 | Flags |= WINEDDBLT_DONOTWAIT;
|
---|
3699 |
|
---|
3700 | if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
|
---|
3701 | }
|
---|
3702 |
|
---|
3703 |
|
---|
3704 | return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
|
---|
3705 | }
|
---|
3706 |
|
---|
3707 | static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
|
---|
3708 | {
|
---|
3709 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
3710 | RGBQUAD col[256];
|
---|
3711 | IWineD3DPaletteImpl *pal = This->palette;
|
---|
3712 | unsigned int n;
|
---|
3713 | TRACE("(%p)\n", This);
|
---|
3714 |
|
---|
3715 | if (!pal) return WINED3D_OK;
|
---|
3716 |
|
---|
3717 | if(This->resource.format == WINED3DFMT_P8 ||
|
---|
3718 | This->resource.format == WINED3DFMT_A8P8)
|
---|
3719 | {
|
---|
3720 | int bpp;
|
---|
3721 | GLenum format, internal, type;
|
---|
3722 | CONVERT_TYPES convert;
|
---|
3723 |
|
---|
3724 | /* Check if we are using a RTL mode which uses texturing for uploads */
|
---|
3725 | BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX);
|
---|
3726 |
|
---|
3727 | /* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
|
---|
3728 | d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, This->srgb);
|
---|
3729 |
|
---|
3730 | if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
|
---|
3731 | {
|
---|
3732 | /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
|
---|
3733 | IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
|
---|
3734 |
|
---|
3735 | /* We want to force a palette refresh, so mark the drawable as not being up to date */
|
---|
3736 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
|
---|
3737 |
|
---|
3738 | /* Re-upload the palette */
|
---|
3739 | d3dfmt_p8_upload_palette(iface, convert);
|
---|
3740 | } else {
|
---|
3741 | if(!(This->Flags & SFLAG_INSYSMEM)) {
|
---|
3742 | TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
|
---|
3743 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
|
---|
3744 | }
|
---|
3745 | TRACE("Dirtifying surface\n");
|
---|
3746 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
|
---|
3747 | }
|
---|
3748 | }
|
---|
3749 |
|
---|
3750 | if(This->Flags & SFLAG_DIBSECTION) {
|
---|
3751 | TRACE("(%p): Updating the hdc's palette\n", This);
|
---|
3752 | for (n=0; n<256; n++) {
|
---|
3753 | col[n].rgbRed = pal->palents[n].peRed;
|
---|
3754 | col[n].rgbGreen = pal->palents[n].peGreen;
|
---|
3755 | col[n].rgbBlue = pal->palents[n].peBlue;
|
---|
3756 | col[n].rgbReserved = 0;
|
---|
3757 | }
|
---|
3758 | SetDIBColorTable(This->hDC, 0, 256, col);
|
---|
3759 | }
|
---|
3760 |
|
---|
3761 | /* Propagate the changes to the drawable when we have a palette. */
|
---|
3762 | if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
---|
3763 | IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
|
---|
3764 |
|
---|
3765 | return WINED3D_OK;
|
---|
3766 | }
|
---|
3767 |
|
---|
3768 | static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
|
---|
3769 | /** Check against the maximum texture sizes supported by the video card **/
|
---|
3770 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
3771 | unsigned int pow2Width, pow2Height;
|
---|
3772 | const struct GlPixelFormatDesc *glDesc;
|
---|
3773 |
|
---|
3774 | getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
|
---|
3775 | /* Setup some glformat defaults */
|
---|
3776 | This->glDescription.glFormat = glDesc->glFormat;
|
---|
3777 | This->glDescription.glFormatInternal = glDesc->glInternal;
|
---|
3778 | This->glDescription.glType = glDesc->glType;
|
---|
3779 |
|
---|
3780 | This->glDescription.textureName = 0;
|
---|
3781 | This->glDescription.target = GL_TEXTURE_2D;
|
---|
3782 |
|
---|
3783 | /* Non-power2 support */
|
---|
3784 | if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
|
---|
3785 | pow2Width = This->currentDesc.Width;
|
---|
3786 | pow2Height = This->currentDesc.Height;
|
---|
3787 | } else {
|
---|
3788 | /* Find the nearest pow2 match */
|
---|
3789 | pow2Width = pow2Height = 1;
|
---|
3790 | while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
|
---|
3791 | while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
|
---|
3792 | }
|
---|
3793 | This->pow2Width = pow2Width;
|
---|
3794 | This->pow2Height = pow2Height;
|
---|
3795 |
|
---|
3796 | if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
|
---|
3797 | WINED3DFORMAT Format = This->resource.format;
|
---|
3798 | /** TODO: add support for non power two compressed textures **/
|
---|
3799 | if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
|
---|
3800 | || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5
|
---|
3801 | || This->resource.format == WINED3DFMT_ATI2N) {
|
---|
3802 | FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
|
---|
3803 | This, This->currentDesc.Width, This->currentDesc.Height);
|
---|
3804 | return WINED3DERR_NOTAVAILABLE;
|
---|
3805 | }
|
---|
3806 | }
|
---|
3807 |
|
---|
3808 | if(pow2Width != This->currentDesc.Width ||
|
---|
3809 | pow2Height != This->currentDesc.Height) {
|
---|
3810 | This->Flags |= SFLAG_NONPOW2;
|
---|
3811 | }
|
---|
3812 |
|
---|
3813 | TRACE("%p\n", This);
|
---|
3814 | if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
|
---|
3815 | /* one of three options
|
---|
3816 | 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
|
---|
3817 | 2: Set the texture to the maximum size (bad idea)
|
---|
3818 | 3: WARN and return WINED3DERR_NOTAVAILABLE;
|
---|
3819 | 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
|
---|
3820 | */
|
---|
3821 | WARN("(%p) Creating an oversized surface\n", This);
|
---|
3822 | This->Flags |= SFLAG_OVERSIZE;
|
---|
3823 |
|
---|
3824 | /* This will be initialized on the first blt */
|
---|
3825 | This->glRect.left = 0;
|
---|
3826 | This->glRect.top = 0;
|
---|
3827 | This->glRect.right = 0;
|
---|
3828 | This->glRect.bottom = 0;
|
---|
3829 | } else {
|
---|
3830 | /* Check this after the oversize check - do not make an oversized surface a texture_rectangle one.
|
---|
3831 | Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
|
---|
3832 | is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
|
---|
3833 | doesn't work in combination with ARB_TEXTURE_RECTANGLE.
|
---|
3834 | */
|
---|
3835 | if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
|
---|
3836 | !((This->resource.format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
|
---|
3837 | {
|
---|
3838 | This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
|
---|
3839 | This->pow2Width = This->currentDesc.Width;
|
---|
3840 | This->pow2Height = This->currentDesc.Height;
|
---|
3841 | This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
|
---|
3842 | }
|
---|
3843 |
|
---|
3844 | /* No oversize, gl rect is the full texture size */
|
---|
3845 | This->Flags &= ~SFLAG_OVERSIZE;
|
---|
3846 | This->glRect.left = 0;
|
---|
3847 | This->glRect.top = 0;
|
---|
3848 | This->glRect.right = This->pow2Width;
|
---|
3849 | This->glRect.bottom = This->pow2Height;
|
---|
3850 | }
|
---|
3851 |
|
---|
3852 | if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
---|
3853 | switch(wined3d_settings.offscreen_rendering_mode) {
|
---|
3854 | case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
|
---|
3855 | case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
|
---|
3856 | case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
|
---|
3857 | }
|
---|
3858 | }
|
---|
3859 |
|
---|
3860 | This->Flags |= SFLAG_INSYSMEM;
|
---|
3861 |
|
---|
3862 | return WINED3D_OK;
|
---|
3863 | }
|
---|
3864 |
|
---|
3865 | struct depth_blt_info
|
---|
3866 | {
|
---|
3867 | GLenum binding;
|
---|
3868 | GLenum bind_target;
|
---|
3869 | enum tex_types tex_type;
|
---|
3870 | GLfloat coords[4][3];
|
---|
3871 | };
|
---|
3872 |
|
---|
3873 | static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, struct depth_blt_info *info)
|
---|
3874 | {
|
---|
3875 | GLfloat (*coords)[3] = info->coords;
|
---|
3876 |
|
---|
3877 | switch (target)
|
---|
3878 | {
|
---|
3879 | default:
|
---|
3880 | FIXME("Unsupported texture target %#x\n", target);
|
---|
3881 | /* Fall back to GL_TEXTURE_2D */
|
---|
3882 | case GL_TEXTURE_2D:
|
---|
3883 | info->binding = GL_TEXTURE_BINDING_2D;
|
---|
3884 | info->bind_target = GL_TEXTURE_2D;
|
---|
3885 | info->tex_type = tex_2d;
|
---|
3886 | coords[0][0] = 0.0f; coords[0][1] = 1.0f; coords[0][2] = 0.0f;
|
---|
3887 | coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 0.0f;
|
---|
3888 | coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
|
---|
3889 | coords[3][0] = 1.0f; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
|
---|
3890 | break;
|
---|
3891 |
|
---|
3892 | case GL_TEXTURE_RECTANGLE_ARB:
|
---|
3893 | info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
|
---|
3894 | info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
|
---|
3895 | info->tex_type = tex_rect;
|
---|
3896 | coords[0][0] = 0.0f; coords[0][1] = h; coords[0][2] = 0.0f;
|
---|
3897 | coords[1][0] = w; coords[1][1] = h; coords[1][2] = 0.0f;
|
---|
3898 | coords[2][0] = 0.0f; coords[2][1] = 0.0f; coords[2][2] = 0.0f;
|
---|
3899 | coords[3][0] = w; coords[3][1] = 0.0f; coords[3][2] = 0.0f;
|
---|
3900 | break;
|
---|
3901 |
|
---|
3902 | case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
|
---|
3903 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
|
---|
3904 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
3905 | info->tex_type = tex_cube;
|
---|
3906 | coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
|
---|
3907 | coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
|
---|
3908 | coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
|
---|
3909 | coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
|
---|
3910 |
|
---|
3911 | case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
|
---|
3912 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
|
---|
3913 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
3914 | info->tex_type = tex_cube;
|
---|
3915 | coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
|
---|
3916 | coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
|
---|
3917 | coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
|
---|
3918 | coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
|
---|
3919 |
|
---|
3920 | case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
|
---|
3921 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
|
---|
3922 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
3923 | info->tex_type = tex_cube;
|
---|
3924 | coords[0][0] = -1.0f; coords[0][1] = 1.0f; coords[0][2] = 1.0f;
|
---|
3925 | coords[1][0] = 1.0f; coords[1][1] = 1.0f; coords[1][2] = 1.0f;
|
---|
3926 | coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
|
---|
3927 | coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
|
---|
3928 |
|
---|
3929 | case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
|
---|
3930 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
|
---|
3931 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
3932 | info->tex_type = tex_cube;
|
---|
3933 | coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
|
---|
3934 | coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
|
---|
3935 | coords[2][0] = -1.0f; coords[2][1] = -1.0f; coords[2][2] = 1.0f;
|
---|
3936 | coords[3][0] = 1.0f; coords[3][1] = -1.0f; coords[3][2] = 1.0f;
|
---|
3937 |
|
---|
3938 | case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
|
---|
3939 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
|
---|
3940 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
3941 | info->tex_type = tex_cube;
|
---|
3942 | coords[0][0] = -1.0f; coords[0][1] = -1.0f; coords[0][2] = 1.0f;
|
---|
3943 | coords[1][0] = 1.0f; coords[1][1] = -1.0f; coords[1][2] = 1.0f;
|
---|
3944 | coords[2][0] = -1.0f; coords[2][1] = 1.0f; coords[2][2] = 1.0f;
|
---|
3945 | coords[3][0] = 1.0f; coords[3][1] = 1.0f; coords[3][2] = 1.0f;
|
---|
3946 |
|
---|
3947 | case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
|
---|
3948 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
|
---|
3949 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
3950 | info->tex_type = tex_cube;
|
---|
3951 | coords[0][0] = 1.0f; coords[0][1] = -1.0f; coords[0][2] = -1.0f;
|
---|
3952 | coords[1][0] = -1.0f; coords[1][1] = -1.0f; coords[1][2] = -1.0f;
|
---|
3953 | coords[2][0] = 1.0f; coords[2][1] = 1.0f; coords[2][2] = -1.0f;
|
---|
3954 | coords[3][0] = -1.0f; coords[3][1] = 1.0f; coords[3][2] = -1.0f;
|
---|
3955 | }
|
---|
3956 | }
|
---|
3957 |
|
---|
3958 | static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
|
---|
3959 | {
|
---|
3960 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
3961 | struct depth_blt_info info;
|
---|
3962 | GLint old_binding = 0;
|
---|
3963 |
|
---|
3964 | glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
|
---|
3965 |
|
---|
3966 | glDisable(GL_CULL_FACE);
|
---|
3967 | glEnable(GL_BLEND);
|
---|
3968 | glDisable(GL_ALPHA_TEST);
|
---|
3969 | glDisable(GL_SCISSOR_TEST);
|
---|
3970 | glDisable(GL_STENCIL_TEST);
|
---|
3971 | glEnable(GL_DEPTH_TEST);
|
---|
3972 | glDepthFunc(GL_ALWAYS);
|
---|
3973 | glDepthMask(GL_TRUE);
|
---|
3974 | glBlendFunc(GL_ZERO, GL_ONE);
|
---|
3975 | glViewport(0, 0, w, h);
|
---|
3976 |
|
---|
3977 | surface_get_depth_blt_info(target, w, h, &info);
|
---|
3978 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
---|
3979 | glGetIntegerv(info.binding, &old_binding);
|
---|
3980 | glBindTexture(info.bind_target, texture);
|
---|
3981 |
|
---|
3982 | device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
|
---|
3983 |
|
---|
3984 | glBegin(GL_TRIANGLE_STRIP);
|
---|
3985 | glTexCoord3fv(info.coords[0]);
|
---|
3986 | glVertex2f(-1.0f, -1.0f);
|
---|
3987 | glTexCoord3fv(info.coords[1]);
|
---|
3988 | glVertex2f(1.0f, -1.0f);
|
---|
3989 | glTexCoord3fv(info.coords[2]);
|
---|
3990 | glVertex2f(-1.0f, 1.0f);
|
---|
3991 | glTexCoord3fv(info.coords[3]);
|
---|
3992 | glVertex2f(1.0f, 1.0f);
|
---|
3993 | glEnd();
|
---|
3994 |
|
---|
3995 | glBindTexture(info.bind_target, old_binding);
|
---|
3996 |
|
---|
3997 | glPopAttrib();
|
---|
3998 |
|
---|
3999 | device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
|
---|
4000 | }
|
---|
4001 |
|
---|
4002 | void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
|
---|
4003 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
4004 |
|
---|
4005 | TRACE("(%p) New location %#x\n", This, location);
|
---|
4006 |
|
---|
4007 | if (location & ~SFLAG_DS_LOCATIONS) {
|
---|
4008 | FIXME("(%p) Invalid location (%#x) specified\n", This, location);
|
---|
4009 | }
|
---|
4010 |
|
---|
4011 | This->Flags &= ~SFLAG_DS_LOCATIONS;
|
---|
4012 | This->Flags |= location;
|
---|
4013 | }
|
---|
4014 |
|
---|
4015 | void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
|
---|
4016 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
4017 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
4018 |
|
---|
4019 | TRACE("(%p) New location %#x\n", This, location);
|
---|
4020 |
|
---|
4021 | /* TODO: Make this work for modes other than FBO */
|
---|
4022 | if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
|
---|
4023 |
|
---|
4024 | if (This->Flags & location) {
|
---|
4025 | TRACE("(%p) Location (%#x) is already up to date\n", This, location);
|
---|
4026 | return;
|
---|
4027 | }
|
---|
4028 |
|
---|
4029 | if (This->current_renderbuffer) {
|
---|
4030 | FIXME("(%p) Not supported with fixed up depth stencil\n", This);
|
---|
4031 | return;
|
---|
4032 | }
|
---|
4033 |
|
---|
4034 | if (location == SFLAG_DS_OFFSCREEN) {
|
---|
4035 | if (This->Flags & SFLAG_DS_ONSCREEN) {
|
---|
4036 | GLint old_binding = 0;
|
---|
4037 | GLenum bind_target;
|
---|
4038 |
|
---|
4039 | TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
|
---|
4040 |
|
---|
4041 | ENTER_GL();
|
---|
4042 |
|
---|
4043 | if (!device->depth_blt_texture) {
|
---|
4044 | glGenTextures(1, &device->depth_blt_texture);
|
---|
4045 | }
|
---|
4046 |
|
---|
4047 | /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
|
---|
4048 | * directly on the FBO texture. That's because we need to flip. */
|
---|
4049 | GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
---|
4050 | if (This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
4051 | glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
|
---|
4052 | bind_target = GL_TEXTURE_RECTANGLE_ARB;
|
---|
4053 | } else {
|
---|
4054 | glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
|
---|
4055 | bind_target = GL_TEXTURE_2D;
|
---|
4056 | }
|
---|
4057 | glBindTexture(bind_target, device->depth_blt_texture);
|
---|
4058 | glCopyTexImage2D(bind_target,
|
---|
4059 | This->glDescription.level,
|
---|
4060 | This->glDescription.glFormatInternal,
|
---|
4061 | 0,
|
---|
4062 | 0,
|
---|
4063 | This->currentDesc.Width,
|
---|
4064 | This->currentDesc.Height,
|
---|
4065 | 0);
|
---|
4066 | glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
4067 | glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
4068 | glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
|
---|
4069 | glBindTexture(bind_target, old_binding);
|
---|
4070 |
|
---|
4071 | /* Setup the destination */
|
---|
4072 | if (!device->depth_blt_rb) {
|
---|
4073 | GL_EXTCALL(glGenRenderbuffersEXT(1, &device->depth_blt_rb));
|
---|
4074 | checkGLcall("glGenRenderbuffersEXT");
|
---|
4075 | }
|
---|
4076 | if (device->depth_blt_rb_w != This->currentDesc.Width
|
---|
4077 | || device->depth_blt_rb_h != This->currentDesc.Height) {
|
---|
4078 | GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, device->depth_blt_rb));
|
---|
4079 | checkGLcall("glBindRenderbufferEXT");
|
---|
4080 | GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, This->currentDesc.Width, This->currentDesc.Height));
|
---|
4081 | checkGLcall("glRenderbufferStorageEXT");
|
---|
4082 | device->depth_blt_rb_w = This->currentDesc.Width;
|
---|
4083 | device->depth_blt_rb_h = This->currentDesc.Height;
|
---|
4084 | }
|
---|
4085 |
|
---|
4086 | context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->dst_fbo);
|
---|
4087 | GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, device->depth_blt_rb));
|
---|
4088 | checkGLcall("glFramebufferRenderbufferEXT");
|
---|
4089 | context_attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
|
---|
4090 |
|
---|
4091 | /* Do the actual blit */
|
---|
4092 | surface_depth_blt(This, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height, bind_target);
|
---|
4093 | checkGLcall("depth_blt");
|
---|
4094 |
|
---|
4095 | if (device->activeContext->current_fbo) {
|
---|
4096 | context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
|
---|
4097 | } else {
|
---|
4098 | GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
---|
4099 | checkGLcall("glBindFramebuffer()");
|
---|
4100 | }
|
---|
4101 |
|
---|
4102 | LEAVE_GL();
|
---|
4103 | } else {
|
---|
4104 | FIXME("No up to date depth stencil location\n");
|
---|
4105 | }
|
---|
4106 | } else if (location == SFLAG_DS_ONSCREEN) {
|
---|
4107 | if (This->Flags & SFLAG_DS_OFFSCREEN) {
|
---|
4108 | TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
|
---|
4109 |
|
---|
4110 | ENTER_GL();
|
---|
4111 |
|
---|
4112 | GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
---|
4113 | checkGLcall("glBindFramebuffer()");
|
---|
4114 | surface_depth_blt(This, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height, This->glDescription.target);
|
---|
4115 | checkGLcall("depth_blt");
|
---|
4116 |
|
---|
4117 | if (device->activeContext->current_fbo) {
|
---|
4118 | GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
|
---|
4119 | checkGLcall("glBindFramebuffer()");
|
---|
4120 | }
|
---|
4121 |
|
---|
4122 | LEAVE_GL();
|
---|
4123 | } else {
|
---|
4124 | FIXME("No up to date depth stencil location\n");
|
---|
4125 | }
|
---|
4126 | } else {
|
---|
4127 | ERR("(%p) Invalid location (%#x) specified\n", This, location);
|
---|
4128 | }
|
---|
4129 |
|
---|
4130 | This->Flags |= location;
|
---|
4131 | }
|
---|
4132 |
|
---|
4133 | static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
|
---|
4134 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
4135 | IWineD3DBaseTexture *texture;
|
---|
4136 | IWineD3DSurfaceImpl *overlay;
|
---|
4137 |
|
---|
4138 | TRACE("(%p)->(%s, %s)\n", iface,
|
---|
4139 | flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
|
---|
4140 | persistent ? "TRUE" : "FALSE");
|
---|
4141 |
|
---|
4142 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
---|
4143 | IWineD3DSwapChain *swapchain = NULL;
|
---|
4144 |
|
---|
4145 | if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
4146 | TRACE("Surface %p is an onscreen surface\n", iface);
|
---|
4147 |
|
---|
4148 | IWineD3DSwapChain_Release(swapchain);
|
---|
4149 | } else {
|
---|
4150 | /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
|
---|
4151 | if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
|
---|
4152 | }
|
---|
4153 | }
|
---|
4154 |
|
---|
4155 | if(persistent) {
|
---|
4156 | if((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) {
|
---|
4157 | if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
|
---|
4158 | TRACE("Passing to container\n");
|
---|
4159 | IWineD3DBaseTexture_SetDirty(texture, TRUE);
|
---|
4160 | IWineD3DBaseTexture_Release(texture);
|
---|
4161 | }
|
---|
4162 | }
|
---|
4163 | This->Flags &= ~SFLAG_LOCATIONS;
|
---|
4164 | This->Flags |= flag;
|
---|
4165 |
|
---|
4166 | /* Redraw emulated overlays, if any */
|
---|
4167 | if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
|
---|
4168 | LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
|
---|
4169 | IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
|
---|
4170 | }
|
---|
4171 | }
|
---|
4172 | } else {
|
---|
4173 | if((This->Flags & SFLAG_INTEXTURE) && (flag & SFLAG_INTEXTURE)) {
|
---|
4174 | if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
|
---|
4175 | TRACE("Passing to container\n");
|
---|
4176 | IWineD3DBaseTexture_SetDirty(texture, TRUE);
|
---|
4177 | IWineD3DBaseTexture_Release(texture);
|
---|
4178 | }
|
---|
4179 | }
|
---|
4180 | This->Flags &= ~flag;
|
---|
4181 | }
|
---|
4182 | }
|
---|
4183 |
|
---|
4184 | struct coords {
|
---|
4185 | GLfloat x, y, z;
|
---|
4186 | };
|
---|
4187 |
|
---|
4188 | struct float_rect
|
---|
4189 | {
|
---|
4190 | float l;
|
---|
4191 | float t;
|
---|
4192 | float r;
|
---|
4193 | float b;
|
---|
4194 | };
|
---|
4195 |
|
---|
4196 | static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
|
---|
4197 | {
|
---|
4198 | f->l = ((r->left * 2.0f) / w) - 1.0f;
|
---|
4199 | f->t = ((r->top * 2.0f) / h) - 1.0f;
|
---|
4200 | f->r = ((r->right * 2.0f) / w) - 1.0f;
|
---|
4201 | f->b = ((r->bottom * 2.0f) / h) - 1.0f;
|
---|
4202 | }
|
---|
4203 |
|
---|
4204 | static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in) {
|
---|
4205 | struct coords coords[4];
|
---|
4206 | RECT rect;
|
---|
4207 | IWineD3DSwapChain *swapchain;
|
---|
4208 | IWineD3DBaseTexture *texture;
|
---|
4209 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
4210 | GLenum bind_target;
|
---|
4211 | struct float_rect f;
|
---|
4212 |
|
---|
4213 | if(rect_in) {
|
---|
4214 | rect = *rect_in;
|
---|
4215 | } else {
|
---|
4216 | rect.left = 0;
|
---|
4217 | rect.top = 0;
|
---|
4218 | rect.right = This->currentDesc.Width;
|
---|
4219 | rect.bottom = This->currentDesc.Height;
|
---|
4220 | }
|
---|
4221 |
|
---|
4222 | switch(This->glDescription.target)
|
---|
4223 | {
|
---|
4224 | case GL_TEXTURE_2D:
|
---|
4225 | bind_target = GL_TEXTURE_2D;
|
---|
4226 |
|
---|
4227 | coords[0].x = (float)rect.left / This->pow2Width;
|
---|
4228 | coords[0].y = (float)rect.top / This->pow2Height;
|
---|
4229 | coords[0].z = 0;
|
---|
4230 |
|
---|
4231 | coords[1].x = (float)rect.left / This->pow2Width;
|
---|
4232 | coords[1].y = (float)rect.bottom / This->pow2Height;
|
---|
4233 | coords[1].z = 0;
|
---|
4234 |
|
---|
4235 | coords[2].x = (float)rect.right / This->pow2Width;
|
---|
4236 | coords[2].y = (float)rect.bottom / This->pow2Height;
|
---|
4237 | coords[2].z = 0;
|
---|
4238 |
|
---|
4239 | coords[3].x = (float)rect.right / This->pow2Width;
|
---|
4240 | coords[3].y = (float)rect.top / This->pow2Height;
|
---|
4241 | coords[3].z = 0;
|
---|
4242 | break;
|
---|
4243 |
|
---|
4244 | case GL_TEXTURE_RECTANGLE_ARB:
|
---|
4245 | bind_target = GL_TEXTURE_RECTANGLE_ARB;
|
---|
4246 | coords[0].x = rect.left; coords[0].y = rect.top; coords[0].z = 0;
|
---|
4247 | coords[1].x = rect.left; coords[1].y = rect.bottom; coords[1].z = 0;
|
---|
4248 | coords[2].x = rect.right; coords[2].y = rect.bottom; coords[2].z = 0;
|
---|
4249 | coords[3].x = rect.right; coords[3].y = rect.top; coords[3].z = 0;
|
---|
4250 | break;
|
---|
4251 |
|
---|
4252 | case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
|
---|
4253 | bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
4254 | cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
|
---|
4255 | coords[0].x = 1; coords[0].y = -f.t; coords[0].z = -f.l;
|
---|
4256 | coords[1].x = 1; coords[1].y = -f.b; coords[1].z = -f.l;
|
---|
4257 | coords[2].x = 1; coords[2].y = -f.b; coords[2].z = -f.r;
|
---|
4258 | coords[3].x = 1; coords[3].y = -f.t; coords[3].z = -f.r;
|
---|
4259 | break;
|
---|
4260 |
|
---|
4261 | case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
|
---|
4262 | bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
4263 | cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
|
---|
4264 | coords[0].x = -1; coords[0].y = -f.t; coords[0].z = f.l;
|
---|
4265 | coords[1].x = -1; coords[1].y = -f.b; coords[1].z = f.l;
|
---|
4266 | coords[2].x = -1; coords[2].y = -f.b; coords[2].z = f.r;
|
---|
4267 | coords[3].x = -1; coords[3].y = -f.t; coords[3].z = f.r;
|
---|
4268 | break;
|
---|
4269 |
|
---|
4270 | case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
|
---|
4271 | bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
4272 | cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
|
---|
4273 | coords[0].x = f.l; coords[0].y = 1; coords[0].z = f.t;
|
---|
4274 | coords[1].x = f.l; coords[1].y = 1; coords[1].z = f.b;
|
---|
4275 | coords[2].x = f.r; coords[2].y = 1; coords[2].z = f.b;
|
---|
4276 | coords[3].x = f.r; coords[3].y = 1; coords[3].z = f.t;
|
---|
4277 | break;
|
---|
4278 |
|
---|
4279 | case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
|
---|
4280 | bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
4281 | cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
|
---|
4282 | coords[0].x = f.l; coords[0].y = -1; coords[0].z = -f.t;
|
---|
4283 | coords[1].x = f.l; coords[1].y = -1; coords[1].z = -f.b;
|
---|
4284 | coords[2].x = f.r; coords[2].y = -1; coords[2].z = -f.b;
|
---|
4285 | coords[3].x = f.r; coords[3].y = -1; coords[3].z = -f.t;
|
---|
4286 | break;
|
---|
4287 |
|
---|
4288 | case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
|
---|
4289 | bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
4290 | cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
|
---|
4291 | coords[0].x = f.l; coords[0].y = -f.t; coords[0].z = 1;
|
---|
4292 | coords[1].x = f.l; coords[1].y = -f.b; coords[1].z = 1;
|
---|
4293 | coords[2].x = f.r; coords[2].y = -f.b; coords[2].z = 1;
|
---|
4294 | coords[3].x = f.r; coords[3].y = -f.t; coords[3].z = 1;
|
---|
4295 | break;
|
---|
4296 |
|
---|
4297 | case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
|
---|
4298 | bind_target = GL_TEXTURE_CUBE_MAP_ARB;
|
---|
4299 | cube_coords_float(&rect, This->pow2Width, This->pow2Height, &f);
|
---|
4300 | coords[0].x = -f.l; coords[0].y = -f.t; coords[0].z = -1;
|
---|
4301 | coords[1].x = -f.l; coords[1].y = -f.b; coords[1].z = -1;
|
---|
4302 | coords[2].x = -f.r; coords[2].y = -f.b; coords[2].z = -1;
|
---|
4303 | coords[3].x = -f.r; coords[3].y = -f.t; coords[3].z = -1;
|
---|
4304 | break;
|
---|
4305 |
|
---|
4306 | default:
|
---|
4307 | ERR("Unexpected texture target %#x\n", This->glDescription.target);
|
---|
4308 | return;
|
---|
4309 | }
|
---|
4310 |
|
---|
4311 | ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
|
---|
4312 | ENTER_GL();
|
---|
4313 |
|
---|
4314 | glEnable(bind_target);
|
---|
4315 | checkGLcall("glEnable(bind_target)");
|
---|
4316 | glBindTexture(bind_target, This->glDescription.textureName);
|
---|
4317 | checkGLcall("bind_target, This->glDescription.textureName)");
|
---|
4318 | glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
4319 | checkGLcall("glTexParameteri");
|
---|
4320 | glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
4321 | checkGLcall("glTexParameteri");
|
---|
4322 |
|
---|
4323 | if (device->render_offscreen)
|
---|
4324 | {
|
---|
4325 | LONG tmp = rect.top;
|
---|
4326 | rect.top = rect.bottom;
|
---|
4327 | rect.bottom = tmp;
|
---|
4328 | }
|
---|
4329 |
|
---|
4330 | glBegin(GL_QUADS);
|
---|
4331 | glTexCoord3fv(&coords[0].x);
|
---|
4332 | glVertex2i(rect.left, rect.top);
|
---|
4333 |
|
---|
4334 | glTexCoord3fv(&coords[1].x);
|
---|
4335 | glVertex2i(rect.left, rect.bottom);
|
---|
4336 |
|
---|
4337 | glTexCoord3fv(&coords[2].x);
|
---|
4338 | glVertex2i(rect.right, rect.bottom);
|
---|
4339 |
|
---|
4340 | glTexCoord3fv(&coords[3].x);
|
---|
4341 | glVertex2i(rect.right, rect.top);
|
---|
4342 | glEnd();
|
---|
4343 | checkGLcall("glEnd");
|
---|
4344 |
|
---|
4345 | glDisable(bind_target);
|
---|
4346 | checkGLcall("glDisable(bind_target)");
|
---|
4347 |
|
---|
4348 | LEAVE_GL();
|
---|
4349 |
|
---|
4350 | if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
|
---|
4351 | {
|
---|
4352 | /* Make sure to flush the buffers. This is needed in apps like Red Alert II and Tiberian SUN that use multiple WGL contexts. */
|
---|
4353 | if(((IWineD3DSwapChainImpl*)swapchain)->frontBuffer == (IWineD3DSurface*)This ||
|
---|
4354 | ((IWineD3DSwapChainImpl*)swapchain)->num_contexts >= 2)
|
---|
4355 | glFlush();
|
---|
4356 |
|
---|
4357 | IWineD3DSwapChain_Release(swapchain);
|
---|
4358 | } else {
|
---|
4359 | /* We changed the filtering settings on the texture. Inform the container about this to get the filters
|
---|
4360 | * reset properly next draw
|
---|
4361 | */
|
---|
4362 | if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
|
---|
4363 | {
|
---|
4364 | ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
|
---|
4365 | ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
|
---|
4366 | ((IWineD3DBaseTextureImpl *) texture)->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
|
---|
4367 | IWineD3DBaseTexture_Release(texture);
|
---|
4368 | }
|
---|
4369 | }
|
---|
4370 | }
|
---|
4371 |
|
---|
4372 | /*****************************************************************************
|
---|
4373 | * IWineD3DSurface::LoadLocation
|
---|
4374 | *
|
---|
4375 | * Copies the current surface data from wherever it is to the requested
|
---|
4376 | * location. The location is one of the surface flags, SFLAG_INSYSMEM,
|
---|
4377 | * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
|
---|
4378 | * multiple locations, the gl texture is preferred over the drawable, which is
|
---|
4379 | * preferred over system memory. The PBO counts as system memory. If rect is
|
---|
4380 | * not NULL, only the specified rectangle is copied (only supported for
|
---|
4381 | * sysmem<->drawable copies at the moment). If rect is NULL, the destination
|
---|
4382 | * location is marked up to date after the copy.
|
---|
4383 | *
|
---|
4384 | * Parameters:
|
---|
4385 | * flag: Surface location flag to be updated
|
---|
4386 | * rect: rectangle to be copied
|
---|
4387 | *
|
---|
4388 | * Returns:
|
---|
4389 | * WINED3D_OK on success
|
---|
4390 | * WINED3DERR_DEVICELOST on an internal error
|
---|
4391 | *
|
---|
4392 | *****************************************************************************/
|
---|
4393 | static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
|
---|
4394 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
4395 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
4396 | IWineD3DSwapChain *swapchain = NULL;
|
---|
4397 | GLenum format, internal, type;
|
---|
4398 | CONVERT_TYPES convert;
|
---|
4399 | int bpp;
|
---|
4400 | int width, pitch, outpitch;
|
---|
4401 | BYTE *mem;
|
---|
4402 |
|
---|
4403 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
---|
4404 | if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
4405 | TRACE("Surface %p is an onscreen surface\n", iface);
|
---|
4406 |
|
---|
4407 | IWineD3DSwapChain_Release(swapchain);
|
---|
4408 | } else {
|
---|
4409 | /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
|
---|
4410 | * Prefer SFLAG_INTEXTURE. */
|
---|
4411 | if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
|
---|
4412 | }
|
---|
4413 | }
|
---|
4414 |
|
---|
4415 | TRACE("(%p)->(%s, %p)\n", iface,
|
---|
4416 | flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
|
---|
4417 | rect);
|
---|
4418 | if(rect) {
|
---|
4419 | TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
|
---|
4420 | }
|
---|
4421 |
|
---|
4422 | if(This->Flags & flag) {
|
---|
4423 | TRACE("Location already up to date\n");
|
---|
4424 | return WINED3D_OK;
|
---|
4425 | }
|
---|
4426 |
|
---|
4427 | if(!(This->Flags & SFLAG_LOCATIONS)) {
|
---|
4428 | ERR("Surface does not have any up to date location\n");
|
---|
4429 | This->Flags |= SFLAG_LOST;
|
---|
4430 | return WINED3DERR_DEVICELOST;
|
---|
4431 | }
|
---|
4432 |
|
---|
4433 | if(flag == SFLAG_INSYSMEM) {
|
---|
4434 | surface_prepare_system_memory(This);
|
---|
4435 |
|
---|
4436 | /* Download the surface to system memory */
|
---|
4437 | if(This->Flags & SFLAG_INTEXTURE) {
|
---|
4438 | if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
---|
4439 | surface_bind_and_dirtify(This);
|
---|
4440 |
|
---|
4441 | surface_download_data(This);
|
---|
4442 | } else {
|
---|
4443 | read_from_framebuffer(This, rect,
|
---|
4444 | This->resource.allocatedMemory,
|
---|
4445 | IWineD3DSurface_GetPitch(iface));
|
---|
4446 | }
|
---|
4447 | } else if(flag == SFLAG_INDRAWABLE) {
|
---|
4448 | if(This->Flags & SFLAG_INTEXTURE) {
|
---|
4449 | surface_blt_to_drawable(This, rect);
|
---|
4450 | } else {
|
---|
4451 | d3dfmt_get_conv(This, TRUE /* We need color keying */, FALSE /* We won't use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
|
---|
4452 |
|
---|
4453 | /* The width is in 'length' not in bytes */
|
---|
4454 | width = This->currentDesc.Width;
|
---|
4455 | pitch = IWineD3DSurface_GetPitch(iface);
|
---|
4456 |
|
---|
4457 | /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
|
---|
4458 | * but it isn't set (yet) in all cases it is getting called. */
|
---|
4459 | if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
|
---|
4460 | TRACE("Removing the pbo attached to surface %p\n", This);
|
---|
4461 | surface_remove_pbo(This);
|
---|
4462 | }
|
---|
4463 |
|
---|
4464 | if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
|
---|
4465 | int height = This->currentDesc.Height;
|
---|
4466 |
|
---|
4467 | /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
|
---|
4468 | outpitch = width * bpp;
|
---|
4469 | outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
|
---|
4470 |
|
---|
4471 | mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
|
---|
4472 | if(!mem) {
|
---|
4473 | ERR("Out of memory %d, %d!\n", outpitch, height);
|
---|
4474 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
4475 | }
|
---|
4476 | d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
|
---|
4477 |
|
---|
4478 | This->Flags |= SFLAG_CONVERTED;
|
---|
4479 | } else {
|
---|
4480 | This->Flags &= ~SFLAG_CONVERTED;
|
---|
4481 | mem = This->resource.allocatedMemory;
|
---|
4482 | }
|
---|
4483 |
|
---|
4484 | flush_to_framebuffer_drawpixels(This, format, type, bpp, mem);
|
---|
4485 |
|
---|
4486 | /* Don't delete PBO memory */
|
---|
4487 | if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
|
---|
4488 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
4489 | }
|
---|
4490 | } else /* if(flag == SFLAG_INTEXTURE) */ {
|
---|
4491 | if (This->Flags & SFLAG_INDRAWABLE) {
|
---|
4492 | read_from_framebuffer_texture(This);
|
---|
4493 | } else { /* Upload from system memory */
|
---|
4494 | d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
|
---|
4495 |
|
---|
4496 | if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
---|
4497 | surface_bind_and_dirtify(This);
|
---|
4498 |
|
---|
4499 | /* The only place where LoadTexture() might get called when isInDraw=1
|
---|
4500 | * is ActivateContext where lastActiveRenderTarget is preloaded.
|
---|
4501 | */
|
---|
4502 | if(iface == device->lastActiveRenderTarget && device->isInDraw)
|
---|
4503 | ERR("Reading back render target but SFLAG_INDRAWABLE not set\n");
|
---|
4504 |
|
---|
4505 | /* Otherwise: System memory copy must be most up to date */
|
---|
4506 |
|
---|
4507 | if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
|
---|
4508 | This->Flags |= SFLAG_GLCKEY;
|
---|
4509 | This->glCKey = This->SrcBltCKey;
|
---|
4510 | }
|
---|
4511 | else This->Flags &= ~SFLAG_GLCKEY;
|
---|
4512 |
|
---|
4513 | /* The width is in 'length' not in bytes */
|
---|
4514 | width = This->currentDesc.Width;
|
---|
4515 | pitch = IWineD3DSurface_GetPitch(iface);
|
---|
4516 |
|
---|
4517 | /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
|
---|
4518 | * but it isn't set (yet) in all cases it is getting called. */
|
---|
4519 | if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
|
---|
4520 | TRACE("Removing the pbo attached to surface %p\n", This);
|
---|
4521 | surface_remove_pbo(This);
|
---|
4522 | }
|
---|
4523 |
|
---|
4524 | if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
|
---|
4525 | int height = This->currentDesc.Height;
|
---|
4526 |
|
---|
4527 | /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
|
---|
4528 | outpitch = width * bpp;
|
---|
4529 | outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
|
---|
4530 |
|
---|
4531 | mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
|
---|
4532 | if(!mem) {
|
---|
4533 | ERR("Out of memory %d, %d!\n", outpitch, height);
|
---|
4534 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
4535 | }
|
---|
4536 | d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
|
---|
4537 |
|
---|
4538 | This->Flags |= SFLAG_CONVERTED;
|
---|
4539 | } else if( (This->resource.format == WINED3DFMT_P8) && (GL_SUPPORT(EXT_PALETTED_TEXTURE) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) ) {
|
---|
4540 | d3dfmt_p8_upload_palette(iface, convert);
|
---|
4541 | This->Flags &= ~SFLAG_CONVERTED;
|
---|
4542 | mem = This->resource.allocatedMemory;
|
---|
4543 | } else {
|
---|
4544 | This->Flags &= ~SFLAG_CONVERTED;
|
---|
4545 | mem = This->resource.allocatedMemory;
|
---|
4546 | }
|
---|
4547 |
|
---|
4548 | /* Make sure the correct pitch is used */
|
---|
4549 | ENTER_GL();
|
---|
4550 | glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
|
---|
4551 | LEAVE_GL();
|
---|
4552 |
|
---|
4553 | if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
|
---|
4554 | TRACE("non power of two support\n");
|
---|
4555 | if(!(This->Flags & SFLAG_ALLOCATED)) {
|
---|
4556 | surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
|
---|
4557 | }
|
---|
4558 | if (mem || (This->Flags & SFLAG_PBO)) {
|
---|
4559 | surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
|
---|
4560 | }
|
---|
4561 | } else {
|
---|
4562 | /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
|
---|
4563 | * changed. So also keep track of memory changes. In this case the texture has to be reallocated
|
---|
4564 | */
|
---|
4565 | if(!(This->Flags & SFLAG_ALLOCATED)) {
|
---|
4566 | surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
|
---|
4567 | }
|
---|
4568 | if (mem || (This->Flags & SFLAG_PBO)) {
|
---|
4569 | surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
|
---|
4570 | }
|
---|
4571 | }
|
---|
4572 |
|
---|
4573 | /* Restore the default pitch */
|
---|
4574 | ENTER_GL();
|
---|
4575 | glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
---|
4576 | LEAVE_GL();
|
---|
4577 |
|
---|
4578 | /* Don't delete PBO memory */
|
---|
4579 | if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
|
---|
4580 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
4581 | }
|
---|
4582 | }
|
---|
4583 |
|
---|
4584 | if(rect == NULL) {
|
---|
4585 | This->Flags |= flag;
|
---|
4586 | }
|
---|
4587 |
|
---|
4588 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !swapchain
|
---|
4589 | && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
|
---|
4590 | /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
|
---|
4591 | This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
|
---|
4592 | }
|
---|
4593 |
|
---|
4594 | return WINED3D_OK;
|
---|
4595 | }
|
---|
4596 |
|
---|
4597 | static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
|
---|
4598 | {
|
---|
4599 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
4600 | IWineD3DSwapChain *swapchain = NULL;
|
---|
4601 |
|
---|
4602 | /* Update the drawable size method */
|
---|
4603 | if(container) {
|
---|
4604 | IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
|
---|
4605 | }
|
---|
4606 | if(swapchain) {
|
---|
4607 | This->get_drawable_size = get_drawable_size_swapchain;
|
---|
4608 | IWineD3DSwapChain_Release(swapchain);
|
---|
4609 | } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
---|
4610 | switch(wined3d_settings.offscreen_rendering_mode) {
|
---|
4611 | case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
|
---|
4612 | case ORM_PBUFFER: This->get_drawable_size = get_drawable_size_pbuffer; break;
|
---|
4613 | case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
|
---|
4614 | }
|
---|
4615 | }
|
---|
4616 |
|
---|
4617 | return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
|
---|
4618 | }
|
---|
4619 |
|
---|
4620 | static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
|
---|
4621 | return SURFACE_OPENGL;
|
---|
4622 | }
|
---|
4623 |
|
---|
4624 | static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
|
---|
4625 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
4626 | HRESULT hr;
|
---|
4627 |
|
---|
4628 | /* If there's no destination surface there is nothing to do */
|
---|
4629 | if(!This->overlay_dest) return WINED3D_OK;
|
---|
4630 |
|
---|
4631 | /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
|
---|
4632 | * update the overlay. Prevent an endless recursion
|
---|
4633 | */
|
---|
4634 | if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
|
---|
4635 | return WINED3D_OK;
|
---|
4636 | }
|
---|
4637 | This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
|
---|
4638 | hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
|
---|
4639 | iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
|
---|
4640 | NULL, WINED3DTEXF_LINEAR);
|
---|
4641 | This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
|
---|
4642 |
|
---|
4643 | return hr;
|
---|
4644 | }
|
---|
4645 |
|
---|
4646 | const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
|
---|
4647 | {
|
---|
4648 | /* IUnknown */
|
---|
4649 | IWineD3DBaseSurfaceImpl_QueryInterface,
|
---|
4650 | IWineD3DBaseSurfaceImpl_AddRef,
|
---|
4651 | IWineD3DSurfaceImpl_Release,
|
---|
4652 | /* IWineD3DResource */
|
---|
4653 | IWineD3DBaseSurfaceImpl_GetParent,
|
---|
4654 | IWineD3DBaseSurfaceImpl_GetDevice,
|
---|
4655 | IWineD3DBaseSurfaceImpl_SetPrivateData,
|
---|
4656 | IWineD3DBaseSurfaceImpl_GetPrivateData,
|
---|
4657 | IWineD3DBaseSurfaceImpl_FreePrivateData,
|
---|
4658 | IWineD3DBaseSurfaceImpl_SetPriority,
|
---|
4659 | IWineD3DBaseSurfaceImpl_GetPriority,
|
---|
4660 | IWineD3DSurfaceImpl_PreLoad,
|
---|
4661 | IWineD3DSurfaceImpl_UnLoad,
|
---|
4662 | IWineD3DBaseSurfaceImpl_GetType,
|
---|
4663 | /* IWineD3DSurface */
|
---|
4664 | IWineD3DBaseSurfaceImpl_GetContainer,
|
---|
4665 | IWineD3DBaseSurfaceImpl_GetDesc,
|
---|
4666 | IWineD3DSurfaceImpl_LockRect,
|
---|
4667 | IWineD3DSurfaceImpl_UnlockRect,
|
---|
4668 | IWineD3DSurfaceImpl_GetDC,
|
---|
4669 | IWineD3DSurfaceImpl_ReleaseDC,
|
---|
4670 | IWineD3DSurfaceImpl_Flip,
|
---|
4671 | IWineD3DSurfaceImpl_Blt,
|
---|
4672 | IWineD3DBaseSurfaceImpl_GetBltStatus,
|
---|
4673 | IWineD3DBaseSurfaceImpl_GetFlipStatus,
|
---|
4674 | IWineD3DBaseSurfaceImpl_IsLost,
|
---|
4675 | IWineD3DBaseSurfaceImpl_Restore,
|
---|
4676 | IWineD3DSurfaceImpl_BltFast,
|
---|
4677 | IWineD3DBaseSurfaceImpl_GetPalette,
|
---|
4678 | IWineD3DBaseSurfaceImpl_SetPalette,
|
---|
4679 | IWineD3DSurfaceImpl_RealizePalette,
|
---|
4680 | IWineD3DBaseSurfaceImpl_SetColorKey,
|
---|
4681 | IWineD3DBaseSurfaceImpl_GetPitch,
|
---|
4682 | IWineD3DSurfaceImpl_SetMem,
|
---|
4683 | IWineD3DBaseSurfaceImpl_SetOverlayPosition,
|
---|
4684 | IWineD3DBaseSurfaceImpl_GetOverlayPosition,
|
---|
4685 | IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
|
---|
4686 | IWineD3DBaseSurfaceImpl_UpdateOverlay,
|
---|
4687 | IWineD3DBaseSurfaceImpl_SetClipper,
|
---|
4688 | IWineD3DBaseSurfaceImpl_GetClipper,
|
---|
4689 | /* Internal use: */
|
---|
4690 | IWineD3DSurfaceImpl_AddDirtyRect,
|
---|
4691 | IWineD3DSurfaceImpl_LoadTexture,
|
---|
4692 | IWineD3DSurfaceImpl_BindTexture,
|
---|
4693 | IWineD3DSurfaceImpl_SaveSnapshot,
|
---|
4694 | IWineD3DSurfaceImpl_SetContainer,
|
---|
4695 | IWineD3DSurfaceImpl_GetGlDesc,
|
---|
4696 | IWineD3DBaseSurfaceImpl_GetData,
|
---|
4697 | IWineD3DSurfaceImpl_SetFormat,
|
---|
4698 | IWineD3DSurfaceImpl_PrivateSetup,
|
---|
4699 | IWineD3DSurfaceImpl_ModifyLocation,
|
---|
4700 | IWineD3DSurfaceImpl_LoadLocation,
|
---|
4701 | IWineD3DSurfaceImpl_GetImplType,
|
---|
4702 | IWineD3DSurfaceImpl_DrawOverlay
|
---|
4703 | };
|
---|
4704 | #undef GLINFO_LOCATION
|
---|
4705 |
|
---|
4706 | #define GLINFO_LOCATION device->adapter->gl_info
|
---|
4707 | static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
|
---|
4708 | static void ffp_blit_free(IWineD3DDevice *iface) { }
|
---|
4709 |
|
---|
4710 | static HRESULT ffp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height) {
|
---|
4711 | glEnable(textype);
|
---|
4712 | checkGLcall("glEnable(textype)");
|
---|
4713 | return WINED3D_OK;
|
---|
4714 | }
|
---|
4715 |
|
---|
4716 | static void ffp_blit_unset(IWineD3DDevice *iface) {
|
---|
4717 | IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
|
---|
4718 | glDisable(GL_TEXTURE_2D);
|
---|
4719 | checkGLcall("glDisable(GL_TEXTURE_2D)");
|
---|
4720 | if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
---|
4721 | glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
---|
4722 | checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
---|
4723 | }
|
---|
4724 | if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
---|
4725 | glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
---|
4726 | checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
---|
4727 | }
|
---|
4728 | }
|
---|
4729 |
|
---|
4730 | static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
|
---|
4731 | {
|
---|
4732 | if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
|
---|
4733 | {
|
---|
4734 | TRACE("Checking support for fixup:\n");
|
---|
4735 | dump_color_fixup_desc(fixup);
|
---|
4736 | }
|
---|
4737 |
|
---|
4738 | /* We only support identity conversions. */
|
---|
4739 | if (is_identity_fixup(fixup))
|
---|
4740 | {
|
---|
4741 | TRACE("[OK]\n");
|
---|
4742 | return TRUE;
|
---|
4743 | }
|
---|
4744 |
|
---|
4745 | TRACE("[FAILED]\n");
|
---|
4746 | return FALSE;
|
---|
4747 | }
|
---|
4748 |
|
---|
4749 | const struct blit_shader ffp_blit = {
|
---|
4750 | ffp_blit_alloc,
|
---|
4751 | ffp_blit_free,
|
---|
4752 | ffp_blit_set,
|
---|
4753 | ffp_blit_unset,
|
---|
4754 | ffp_blit_color_fixup_supported
|
---|
4755 | };
|
---|