1 | /*
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2 | * IWineD3DSurface Implementation
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3 | *
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4 | * Copyright 1998 Lionel Ulmer
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5 | * Copyright 2000-2001 TransGaming Technologies Inc.
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6 | * Copyright 2002-2005 Jason Edmeades
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7 | * Copyright 2002-2003 Raphael Junqueira
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8 | * Copyright 2004 Christian Costa
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9 | * Copyright 2005 Oliver Stieber
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10 | * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
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11 | * Copyright 2007-2008 Henri Verbeet
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12 | * Copyright 2006-2008 Roderick Colenbrander
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13 | * Copyright 2009 Henri Verbeet for CodeWeavers
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14 | *
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15 | * This library is free software; you can redistribute it and/or
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16 | * modify it under the terms of the GNU Lesser General Public
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17 | * License as published by the Free Software Foundation; either
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18 | * version 2.1 of the License, or (at your option) any later version.
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19 | *
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20 | * This library is distributed in the hope that it will be useful,
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21 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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22 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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23 | * Lesser General Public License for more details.
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24 | *
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25 | * You should have received a copy of the GNU Lesser General Public
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26 | * License along with this library; if not, write to the Free Software
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27 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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28 | */
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29 |
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30 | /*
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31 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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32 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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33 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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34 | * a choice of LGPL license versions is made available with the language indicating
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35 | * that LGPLv2 or any later version may be used, or where a choice of which version
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36 | * of the LGPL is applied is otherwise unspecified.
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37 | */
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38 |
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39 | #include "config.h"
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40 | #include "wine/port.h"
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41 | #include "wined3d_private.h"
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42 |
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43 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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44 | WINE_DECLARE_DEBUG_CHANNEL(d3d);
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45 |
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46 | #define GLINFO_LOCATION (*gl_info)
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47 |
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48 | static void surface_cleanup(IWineD3DSurfaceImpl *This)
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49 | {
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50 | IWineD3DDeviceImpl *device = This->resource.device;
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51 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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52 | struct wined3d_context *context = NULL;
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53 | renderbuffer_entry_t *entry, *entry2;
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54 |
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55 | TRACE("(%p) : Cleaning up.\n", This);
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56 |
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57 | /* Need a context to destroy the texture. Use the currently active render
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58 | * target, but only if the primary render target exists. Otherwise
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59 | * lastActiveRenderTarget is garbage. When destroying the primary render
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60 | * target, Uninit3D() will activate a context before doing anything. */
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61 | if (device->render_targets && device->render_targets[0])
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62 | {
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63 | context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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64 | }
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65 |
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66 | ENTER_GL();
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67 |
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68 | if (This->texture_name)
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69 | {
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70 | /* Release the OpenGL texture. */
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71 | TRACE("Deleting texture %u.\n", This->texture_name);
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72 | glDeleteTextures(1, &This->texture_name);
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73 | }
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74 |
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75 | if (This->Flags & SFLAG_PBO)
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76 | {
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77 | /* Delete the PBO. */
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78 | GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
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79 | }
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80 |
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81 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry)
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82 | {
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83 | gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
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84 | HeapFree(GetProcessHeap(), 0, entry);
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85 | }
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86 |
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87 | LEAVE_GL();
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88 |
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89 | if (This->Flags & SFLAG_DIBSECTION)
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90 | {
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91 | /* Release the DC. */
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92 | SelectObject(This->hDC, This->dib.holdbitmap);
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93 | DeleteDC(This->hDC);
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94 | /* Release the DIB section. */
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95 | DeleteObject(This->dib.DIBsection);
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96 | This->dib.bitmap_data = NULL;
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97 | This->resource.allocatedMemory = NULL;
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98 | }
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99 |
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100 | if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
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101 | if (This->overlay_dest) list_remove(&This->overlay_entry);
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102 |
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103 | HeapFree(GetProcessHeap(), 0, This->palette9);
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104 |
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105 | resource_cleanup((IWineD3DResource *)This);
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106 |
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107 | if (context) context_release(context);
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108 | }
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109 |
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110 | UINT surface_calculate_size(const struct wined3d_format_desc *format_desc, UINT alignment, UINT width, UINT height)
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111 | {
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112 | UINT size;
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113 |
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114 | if (format_desc->format == WINED3DFMT_UNKNOWN)
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115 | {
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116 | size = 0;
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117 | }
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118 | else if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
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119 | {
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120 | UINT row_block_count = (width + format_desc->block_width - 1) / format_desc->block_width;
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121 | UINT row_count = (height + format_desc->block_height - 1) / format_desc->block_height;
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122 | size = row_count * row_block_count * format_desc->block_byte_count;
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123 | }
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124 | else
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125 | {
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126 | /* The pitch is a multiple of 4 bytes. */
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127 | size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
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128 | }
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129 |
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130 | if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
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131 |
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132 | return size;
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133 | }
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134 |
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135 | struct blt_info
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136 | {
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137 | GLenum binding;
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138 | GLenum bind_target;
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139 | enum tex_types tex_type;
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140 | GLfloat coords[4][3];
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141 | };
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142 |
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143 | struct float_rect
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144 | {
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145 | float l;
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146 | float t;
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147 | float r;
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148 | float b;
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149 | };
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150 |
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151 | static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float_rect *f)
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152 | {
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153 | f->l = ((r->left * 2.0f) / w) - 1.0f;
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154 | f->t = ((r->top * 2.0f) / h) - 1.0f;
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155 | f->r = ((r->right * 2.0f) / w) - 1.0f;
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156 | f->b = ((r->bottom * 2.0f) / h) - 1.0f;
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157 | }
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158 |
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159 | static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
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160 | {
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161 | GLfloat (*coords)[3] = info->coords;
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162 | RECT rect;
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163 | struct float_rect f;
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164 |
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165 | if (rect_in)
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166 | rect = *rect_in;
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167 | else
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168 | {
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169 | rect.left = 0;
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170 | rect.top = h;
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171 | rect.right = w;
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172 | rect.bottom = 0;
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173 | }
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174 |
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175 | switch (target)
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176 | {
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177 | default:
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178 | FIXME("Unsupported texture target %#x\n", target);
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179 | /* Fall back to GL_TEXTURE_2D */
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180 | case GL_TEXTURE_2D:
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181 | info->binding = GL_TEXTURE_BINDING_2D;
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182 | info->bind_target = GL_TEXTURE_2D;
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183 | info->tex_type = tex_2d;
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184 | coords[0][0] = (float)rect.left / w;
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185 | coords[0][1] = (float)rect.top / h;
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186 | coords[0][2] = 0.0f;
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187 |
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188 | coords[1][0] = (float)rect.right / w;
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189 | coords[1][1] = (float)rect.top / h;
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190 | coords[1][2] = 0.0f;
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191 |
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192 | coords[2][0] = (float)rect.left / w;
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193 | coords[2][1] = (float)rect.bottom / h;
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194 | coords[2][2] = 0.0f;
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195 |
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196 | coords[3][0] = (float)rect.right / w;
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197 | coords[3][1] = (float)rect.bottom / h;
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198 | coords[3][2] = 0.0f;
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199 | break;
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200 |
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201 | case GL_TEXTURE_RECTANGLE_ARB:
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202 | info->binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
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203 | info->bind_target = GL_TEXTURE_RECTANGLE_ARB;
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204 | info->tex_type = tex_rect;
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205 | coords[0][0] = rect.left; coords[0][1] = rect.top; coords[0][2] = 0.0f;
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206 | coords[1][0] = rect.right; coords[1][1] = rect.top; coords[1][2] = 0.0f;
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207 | coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
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208 | coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
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209 | break;
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210 |
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211 | case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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212 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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213 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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214 | info->tex_type = tex_cube;
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215 | cube_coords_float(&rect, w, h, &f);
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216 |
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217 | coords[0][0] = 1.0f; coords[0][1] = -f.t; coords[0][2] = -f.l;
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218 | coords[1][0] = 1.0f; coords[1][1] = -f.t; coords[1][2] = -f.r;
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219 | coords[2][0] = 1.0f; coords[2][1] = -f.b; coords[2][2] = -f.l;
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220 | coords[3][0] = 1.0f; coords[3][1] = -f.b; coords[3][2] = -f.r;
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221 | break;
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222 |
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223 | case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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224 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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225 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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226 | info->tex_type = tex_cube;
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227 | cube_coords_float(&rect, w, h, &f);
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228 |
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229 | coords[0][0] = -1.0f; coords[0][1] = -f.t; coords[0][2] = f.l;
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230 | coords[1][0] = -1.0f; coords[1][1] = -f.t; coords[1][2] = f.r;
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231 | coords[2][0] = -1.0f; coords[2][1] = -f.b; coords[2][2] = f.l;
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232 | coords[3][0] = -1.0f; coords[3][1] = -f.b; coords[3][2] = f.r;
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233 | break;
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234 |
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235 | case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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236 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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237 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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238 | info->tex_type = tex_cube;
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239 | cube_coords_float(&rect, w, h, &f);
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240 |
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241 | coords[0][0] = f.l; coords[0][1] = 1.0f; coords[0][2] = f.t;
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242 | coords[1][0] = f.r; coords[1][1] = 1.0f; coords[1][2] = f.t;
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243 | coords[2][0] = f.l; coords[2][1] = 1.0f; coords[2][2] = f.b;
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244 | coords[3][0] = f.r; coords[3][1] = 1.0f; coords[3][2] = f.b;
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245 | break;
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246 |
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247 | case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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248 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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249 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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250 | info->tex_type = tex_cube;
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251 | cube_coords_float(&rect, w, h, &f);
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252 |
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253 | coords[0][0] = f.l; coords[0][1] = -1.0f; coords[0][2] = -f.t;
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254 | coords[1][0] = f.r; coords[1][1] = -1.0f; coords[1][2] = -f.t;
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255 | coords[2][0] = f.l; coords[2][1] = -1.0f; coords[2][2] = -f.b;
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256 | coords[3][0] = f.r; coords[3][1] = -1.0f; coords[3][2] = -f.b;
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257 | break;
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258 |
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259 | case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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260 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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261 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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262 | info->tex_type = tex_cube;
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263 | cube_coords_float(&rect, w, h, &f);
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264 |
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265 | coords[0][0] = f.l; coords[0][1] = -f.t; coords[0][2] = 1.0f;
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266 | coords[1][0] = f.r; coords[1][1] = -f.t; coords[1][2] = 1.0f;
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267 | coords[2][0] = f.l; coords[2][1] = -f.b; coords[2][2] = 1.0f;
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268 | coords[3][0] = f.r; coords[3][1] = -f.b; coords[3][2] = 1.0f;
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269 | break;
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270 |
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271 | case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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272 | info->binding = GL_TEXTURE_BINDING_CUBE_MAP_ARB;
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273 | info->bind_target = GL_TEXTURE_CUBE_MAP_ARB;
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274 | info->tex_type = tex_cube;
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275 | cube_coords_float(&rect, w, h, &f);
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276 |
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277 | coords[0][0] = -f.l; coords[0][1] = -f.t; coords[0][2] = -1.0f;
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278 | coords[1][0] = -f.r; coords[1][1] = -f.t; coords[1][2] = -1.0f;
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279 | coords[2][0] = -f.l; coords[2][1] = -f.b; coords[2][2] = -1.0f;
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280 | coords[3][0] = -f.r; coords[3][1] = -f.b; coords[3][2] = -1.0f;
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281 | break;
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282 | }
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283 | }
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284 |
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285 | static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_in, RECT *rect_out)
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286 | {
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287 | if (rect_in)
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288 | *rect_out = *rect_in;
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289 | else
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290 | {
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291 | rect_out->left = 0;
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292 | rect_out->top = 0;
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293 | rect_out->right = This->currentDesc.Width;
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294 | rect_out->bottom = This->currentDesc.Height;
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295 | }
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296 | }
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297 |
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298 | /* GL locking and context activation is done by the caller */
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299 | void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
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300 | {
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301 | IWineD3DBaseTextureImpl *texture;
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302 | struct blt_info info;
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303 |
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304 | surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
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305 |
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306 | glEnable(info.bind_target);
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307 | checkGLcall("glEnable(bind_target)");
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308 |
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309 | /* Bind the texture */
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310 | glBindTexture(info.bind_target, src_surface->texture_name);
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311 | checkGLcall("glBindTexture");
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312 |
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313 | /* Filtering for StretchRect */
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314 | glTexParameteri(info.bind_target, GL_TEXTURE_MAG_FILTER,
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315 | wined3d_gl_mag_filter(magLookup, Filter));
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316 | checkGLcall("glTexParameteri");
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317 | glTexParameteri(info.bind_target, GL_TEXTURE_MIN_FILTER,
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318 | wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
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319 | checkGLcall("glTexParameteri");
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320 | glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
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321 | glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
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322 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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323 | checkGLcall("glTexEnvi");
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324 |
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325 | /* Draw a quad */
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326 | glBegin(GL_TRIANGLE_STRIP);
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327 | glTexCoord3fv(info.coords[0]);
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328 | glVertex2i(dst_rect->left, dst_rect->top);
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329 |
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330 | glTexCoord3fv(info.coords[1]);
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331 | glVertex2i(dst_rect->right, dst_rect->top);
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332 |
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333 | glTexCoord3fv(info.coords[2]);
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334 | glVertex2i(dst_rect->left, dst_rect->bottom);
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335 |
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336 | glTexCoord3fv(info.coords[3]);
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337 | glVertex2i(dst_rect->right, dst_rect->bottom);
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338 | glEnd();
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339 |
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340 | /* Unbind the texture */
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341 | glBindTexture(info.bind_target, 0);
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342 | checkGLcall("glBindTexture(info->bind_target, 0)");
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343 |
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344 | /* We changed the filtering settings on the texture. Inform the
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345 | * container about this to get the filters reset properly next draw. */
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346 | if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
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347 | {
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348 | texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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349 | texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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350 | texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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351 | IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
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352 | }
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353 | }
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354 |
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355 | HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
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356 | UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
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357 | UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
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358 | WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops
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359 | #ifdef VBOXWDDM
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360 | , HANDLE *shared_handle
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361 | , void *pvClientMem
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362 | #endif
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363 | )
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364 | {
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365 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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366 | const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
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367 | void (*cleanup)(IWineD3DSurfaceImpl *This);
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368 | unsigned int resource_size;
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369 | HRESULT hr;
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370 |
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371 | if (multisample_quality > 0)
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---|
372 | {
|
---|
373 | FIXME("multisample_quality set to %u, substituting 0\n", multisample_quality);
|
---|
374 | multisample_quality = 0;
|
---|
375 | }
|
---|
376 |
|
---|
377 | /* FIXME: Check that the format is supported by the device. */
|
---|
378 |
|
---|
379 | resource_size = surface_calculate_size(format_desc, alignment, width, height);
|
---|
380 |
|
---|
381 | /* Look at the implementation and set the correct Vtable. */
|
---|
382 | switch (surface_type)
|
---|
383 | {
|
---|
384 | case SURFACE_OPENGL:
|
---|
385 | surface->lpVtbl = &IWineD3DSurface_Vtbl;
|
---|
386 | cleanup = surface_cleanup;
|
---|
387 | break;
|
---|
388 |
|
---|
389 | case SURFACE_GDI:
|
---|
390 | surface->lpVtbl = &IWineGDISurface_Vtbl;
|
---|
391 | cleanup = surface_gdi_cleanup;
|
---|
392 | break;
|
---|
393 |
|
---|
394 | default:
|
---|
395 | ERR("Requested unknown surface implementation %#x.\n", surface_type);
|
---|
396 | return WINED3DERR_INVALIDCALL;
|
---|
397 | }
|
---|
398 |
|
---|
399 | hr = resource_init((IWineD3DResource *)surface, WINED3DRTYPE_SURFACE,
|
---|
400 | device, resource_size, usage, format_desc, pool, parent, parent_ops
|
---|
401 | #ifdef VBOXWDDM
|
---|
402 | , shared_handle
|
---|
403 | , pvClientMem
|
---|
404 | #endif
|
---|
405 | );
|
---|
406 | if (FAILED(hr))
|
---|
407 | {
|
---|
408 | WARN("Failed to initialize resource, returning %#x.\n", hr);
|
---|
409 | return hr;
|
---|
410 | }
|
---|
411 |
|
---|
412 | /* "Standalone" surface. */
|
---|
413 | IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
|
---|
414 |
|
---|
415 | surface->currentDesc.Width = width;
|
---|
416 | surface->currentDesc.Height = height;
|
---|
417 | surface->currentDesc.MultiSampleType = multisample_type;
|
---|
418 | surface->currentDesc.MultiSampleQuality = multisample_quality;
|
---|
419 | surface->texture_level = level;
|
---|
420 | list_init(&surface->overlays);
|
---|
421 |
|
---|
422 | /* Flags */
|
---|
423 | surface->Flags = SFLAG_NORMCOORD; /* Default to normalized coords. */
|
---|
424 | #ifdef VBOXWDDM
|
---|
425 | if (pool == WINED3DPOOL_SYSTEMMEM && pvClientMem) surface->Flags |= SFLAG_CLIENTMEM;
|
---|
426 | #endif
|
---|
427 | if (discard) surface->Flags |= SFLAG_DISCARD;
|
---|
428 | if (lockable || format == WINED3DFMT_D16_LOCKABLE) surface->Flags |= SFLAG_LOCKABLE;
|
---|
429 |
|
---|
430 | /* Quick lockable sanity check.
|
---|
431 | * TODO: remove this after surfaces, usage and lockability have been debugged properly
|
---|
432 | * this function is too deep to need to care about things like this.
|
---|
433 | * Levels need to be checked too, since they all affect what can be done. */
|
---|
434 | switch (pool)
|
---|
435 | {
|
---|
436 | case WINED3DPOOL_SCRATCH:
|
---|
437 | if(!lockable)
|
---|
438 | {
|
---|
439 | FIXME("Called with a pool of SCRATCH and a lockable of FALSE "
|
---|
440 | "which are mutually exclusive, setting lockable to TRUE.\n");
|
---|
441 | lockable = TRUE;
|
---|
442 | }
|
---|
443 | break;
|
---|
444 |
|
---|
445 | case WINED3DPOOL_SYSTEMMEM:
|
---|
446 | if (!lockable)
|
---|
447 | FIXME("Called with a pool of SYSTEMMEM and a lockable of FALSE, this is acceptable but unexpected.\n");
|
---|
448 | break;
|
---|
449 |
|
---|
450 | case WINED3DPOOL_MANAGED:
|
---|
451 | if (usage & WINED3DUSAGE_DYNAMIC)
|
---|
452 | FIXME("Called with a pool of MANAGED and a usage of DYNAMIC which are mutually exclusive.\n");
|
---|
453 | break;
|
---|
454 |
|
---|
455 | case WINED3DPOOL_DEFAULT:
|
---|
456 | if (lockable && !(usage & (WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
|
---|
457 | WARN("Creating a lockable surface with a POOL of DEFAULT, that doesn't specify DYNAMIC usage.\n");
|
---|
458 | break;
|
---|
459 |
|
---|
460 | default:
|
---|
461 | FIXME("Unknown pool %#x.\n", pool);
|
---|
462 | break;
|
---|
463 | };
|
---|
464 |
|
---|
465 | if (usage & WINED3DUSAGE_RENDERTARGET && pool != WINED3DPOOL_DEFAULT)
|
---|
466 | {
|
---|
467 | FIXME("Trying to create a render target that isn't in the default pool.\n");
|
---|
468 | }
|
---|
469 |
|
---|
470 | /* Mark the texture as dirty so that it gets loaded first time around. */
|
---|
471 | surface_add_dirty_rect((IWineD3DSurface *)surface, NULL);
|
---|
472 | list_init(&surface->renderbuffers);
|
---|
473 |
|
---|
474 | TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
|
---|
475 |
|
---|
476 | /* Call the private setup routine */
|
---|
477 | hr = IWineD3DSurface_PrivateSetup((IWineD3DSurface *)surface);
|
---|
478 | if (FAILED(hr))
|
---|
479 | {
|
---|
480 | ERR("Private setup failed, returning %#x\n", hr);
|
---|
481 | cleanup(surface);
|
---|
482 | return hr;
|
---|
483 | }
|
---|
484 |
|
---|
485 | return hr;
|
---|
486 | }
|
---|
487 |
|
---|
488 | static void surface_force_reload(IWineD3DSurface *iface)
|
---|
489 | {
|
---|
490 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
491 |
|
---|
492 | #if defined(DEBUG_misha) && defined (VBOXWDDM)
|
---|
493 | if (VBOXSHRC_IS_INITIALIZED(This))
|
---|
494 | {
|
---|
495 | Assert(0);
|
---|
496 | }
|
---|
497 | #endif
|
---|
498 |
|
---|
499 | This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
|
---|
500 | }
|
---|
501 |
|
---|
502 | void surface_set_texture_name(IWineD3DSurface *iface, GLuint new_name, BOOL srgb)
|
---|
503 | {
|
---|
504 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
505 | GLuint *name;
|
---|
506 | DWORD flag;
|
---|
507 |
|
---|
508 | if(srgb)
|
---|
509 | {
|
---|
510 | name = &This->texture_name_srgb;
|
---|
511 | flag = SFLAG_INSRGBTEX;
|
---|
512 | }
|
---|
513 | else
|
---|
514 | {
|
---|
515 | name = &This->texture_name;
|
---|
516 | flag = SFLAG_INTEXTURE;
|
---|
517 | }
|
---|
518 |
|
---|
519 | TRACE("(%p) : setting texture name %u\n", This, new_name);
|
---|
520 |
|
---|
521 | if (!*name && new_name)
|
---|
522 | {
|
---|
523 | /* FIXME: We shouldn't need to remove SFLAG_INTEXTURE if the
|
---|
524 | * surface has no texture name yet. See if we can get rid of this. */
|
---|
525 | if (This->Flags & flag)
|
---|
526 | ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
|
---|
527 | IWineD3DSurface_ModifyLocation(iface, flag, FALSE);
|
---|
528 | }
|
---|
529 |
|
---|
530 | #ifdef VBOXWDDM
|
---|
531 | if (VBOXSHRC_IS_SHARED(This))
|
---|
532 | {
|
---|
533 | VBOXSHRC_SET_SHAREHANDLE(This, new_name);
|
---|
534 | }
|
---|
535 | #endif
|
---|
536 | *name = new_name;
|
---|
537 | surface_force_reload(iface);
|
---|
538 | }
|
---|
539 |
|
---|
540 | void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
|
---|
541 | {
|
---|
542 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
543 |
|
---|
544 | TRACE("(%p) : setting target %#x\n", This, target);
|
---|
545 |
|
---|
546 | if (This->texture_target != target)
|
---|
547 | {
|
---|
548 | if (target == GL_TEXTURE_RECTANGLE_ARB)
|
---|
549 | {
|
---|
550 | This->Flags &= ~SFLAG_NORMCOORD;
|
---|
551 | }
|
---|
552 | else if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
|
---|
553 | {
|
---|
554 | This->Flags |= SFLAG_NORMCOORD;
|
---|
555 | }
|
---|
556 | }
|
---|
557 | This->texture_target = target;
|
---|
558 | surface_force_reload(iface);
|
---|
559 | }
|
---|
560 |
|
---|
561 | /* Context activation is done by the caller. */
|
---|
562 | static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
|
---|
563 | DWORD active_sampler;
|
---|
564 |
|
---|
565 | /* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
|
---|
566 | * Read the unit back instead of switching to 0, this avoids messing around with the state manager's
|
---|
567 | * gl states. The current texture unit should always be a valid one.
|
---|
568 | *
|
---|
569 | * To be more specific, this is tricky because we can implicitly be called
|
---|
570 | * from sampler() in state.c. This means we can't touch anything other than
|
---|
571 | * whatever happens to be the currently active texture, or we would risk
|
---|
572 | * marking already applied sampler states dirty again.
|
---|
573 | *
|
---|
574 | * TODO: Track the current active texture per GL context instead of using glGet
|
---|
575 | */
|
---|
576 | GLint active_texture=GL_TEXTURE0_ARB;
|
---|
577 | ENTER_GL();
|
---|
578 | glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
|
---|
579 | LEAVE_GL();
|
---|
580 | active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
|
---|
581 |
|
---|
582 | if (active_sampler != WINED3D_UNMAPPED_STAGE)
|
---|
583 | {
|
---|
584 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
|
---|
585 | }
|
---|
586 | IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
|
---|
587 | }
|
---|
588 |
|
---|
589 | /* This function checks if the primary render target uses the 8bit paletted format. */
|
---|
590 | static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
|
---|
591 | {
|
---|
592 | if (device->render_targets && device->render_targets[0]) {
|
---|
593 | IWineD3DSurfaceImpl* render_target = (IWineD3DSurfaceImpl*)device->render_targets[0];
|
---|
594 | if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
---|
595 | && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
|
---|
596 | return TRUE;
|
---|
597 | }
|
---|
598 | return FALSE;
|
---|
599 | }
|
---|
600 |
|
---|
601 | /* This call just downloads data, the caller is responsible for binding the
|
---|
602 | * correct texture. */
|
---|
603 | /* Context activation is done by the caller. */
|
---|
604 | static void surface_download_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
|
---|
605 | {
|
---|
606 | const struct wined3d_format_desc *format_desc = This->resource.format_desc;
|
---|
607 |
|
---|
608 | /* Only support read back of converted P8 surfaces */
|
---|
609 | if (This->Flags & SFLAG_CONVERTED && format_desc->format != WINED3DFMT_P8_UINT)
|
---|
610 | {
|
---|
611 | FIXME("Read back converted textures unsupported, format=%s\n", debug_d3dformat(format_desc->format));
|
---|
612 | return;
|
---|
613 | }
|
---|
614 |
|
---|
615 | ENTER_GL();
|
---|
616 |
|
---|
617 | if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
|
---|
618 | {
|
---|
619 | TRACE("(%p) : Calling glGetCompressedTexImageARB level %d, format %#x, type %#x, data %p.\n",
|
---|
620 | This, This->texture_level, format_desc->glFormat, format_desc->glType,
|
---|
621 | This->resource.allocatedMemory);
|
---|
622 |
|
---|
623 | if (This->Flags & SFLAG_PBO)
|
---|
624 | {
|
---|
625 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
|
---|
626 | checkGLcall("glBindBufferARB");
|
---|
627 | GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
|
---|
628 | checkGLcall("glGetCompressedTexImageARB");
|
---|
629 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
|
---|
630 | checkGLcall("glBindBufferARB");
|
---|
631 | }
|
---|
632 | else
|
---|
633 | {
|
---|
634 | GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
|
---|
635 | This->texture_level, This->resource.allocatedMemory));
|
---|
636 | checkGLcall("glGetCompressedTexImageARB");
|
---|
637 | }
|
---|
638 |
|
---|
639 | LEAVE_GL();
|
---|
640 | } else {
|
---|
641 | void *mem;
|
---|
642 | GLenum format = format_desc->glFormat;
|
---|
643 | GLenum type = format_desc->glType;
|
---|
644 | int src_pitch = 0;
|
---|
645 | int dst_pitch = 0;
|
---|
646 |
|
---|
647 | /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
|
---|
648 | if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
|
---|
649 | {
|
---|
650 | format = GL_ALPHA;
|
---|
651 | type = GL_UNSIGNED_BYTE;
|
---|
652 | }
|
---|
653 |
|
---|
654 | if (This->Flags & SFLAG_NONPOW2) {
|
---|
655 | unsigned char alignment = This->resource.device->surface_alignment;
|
---|
656 | src_pitch = format_desc->byte_count * This->pow2Width;
|
---|
657 | dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
|
---|
658 | src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
|
---|
659 | mem = HeapAlloc(GetProcessHeap(), 0, src_pitch * This->pow2Height);
|
---|
660 | } else {
|
---|
661 | mem = This->resource.allocatedMemory;
|
---|
662 | }
|
---|
663 |
|
---|
664 | TRACE("(%p) : Calling glGetTexImage level %d, format %#x, type %#x, data %p\n",
|
---|
665 | This, This->texture_level, format, type, mem);
|
---|
666 |
|
---|
667 | if(This->Flags & SFLAG_PBO) {
|
---|
668 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
|
---|
669 | checkGLcall("glBindBufferARB");
|
---|
670 |
|
---|
671 | glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
|
---|
672 | checkGLcall("glGetTexImage");
|
---|
673 |
|
---|
674 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
|
---|
675 | checkGLcall("glBindBufferARB");
|
---|
676 | } else {
|
---|
677 | glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
|
---|
678 | checkGLcall("glGetTexImage");
|
---|
679 | }
|
---|
680 | LEAVE_GL();
|
---|
681 |
|
---|
682 | if (This->Flags & SFLAG_NONPOW2) {
|
---|
683 | const BYTE *src_data;
|
---|
684 | BYTE *dst_data;
|
---|
685 | UINT y;
|
---|
686 | /*
|
---|
687 | * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
|
---|
688 | * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
|
---|
689 | * repack the texture so that the bpp * width pitch can be used instead of bpp * pow2width.
|
---|
690 | *
|
---|
691 | * We're doing this...
|
---|
692 | *
|
---|
693 | * instead of boxing the texture :
|
---|
694 | * |<-texture width ->| -->pow2width| /\
|
---|
695 | * |111111111111111111| | |
|
---|
696 | * |222 Texture 222222| boxed empty | texture height
|
---|
697 | * |3333 Data 33333333| | |
|
---|
698 | * |444444444444444444| | \/
|
---|
699 | * ----------------------------------- |
|
---|
700 | * | boxed empty | boxed empty | pow2height
|
---|
701 | * | | | \/
|
---|
702 | * -----------------------------------
|
---|
703 | *
|
---|
704 | *
|
---|
705 | * we're repacking the data to the expected texture width
|
---|
706 | *
|
---|
707 | * |<-texture width ->| -->pow2width| /\
|
---|
708 | * |111111111111111111222222222222222| |
|
---|
709 | * |222333333333333333333444444444444| texture height
|
---|
710 | * |444444 | |
|
---|
711 | * | | \/
|
---|
712 | * | | |
|
---|
713 | * | empty | pow2height
|
---|
714 | * | | \/
|
---|
715 | * -----------------------------------
|
---|
716 | *
|
---|
717 | * == is the same as
|
---|
718 | *
|
---|
719 | * |<-texture width ->| /\
|
---|
720 | * |111111111111111111|
|
---|
721 | * |222222222222222222|texture height
|
---|
722 | * |333333333333333333|
|
---|
723 | * |444444444444444444| \/
|
---|
724 | * --------------------
|
---|
725 | *
|
---|
726 | * this also means that any references to allocatedMemory should work with the data as if were a
|
---|
727 | * standard texture with a non-power2 width instead of texture boxed up to be a power2 texture.
|
---|
728 | *
|
---|
729 | * internally the texture is still stored in a boxed format so any references to textureName will
|
---|
730 | * get a boxed texture with width pow2width and not a texture of width currentDesc.Width.
|
---|
731 | *
|
---|
732 | * Performance should not be an issue, because applications normally do not lock the surfaces when
|
---|
733 | * rendering. If an app does, the SFLAG_DYNLOCK flag will kick in and the memory copy won't be released,
|
---|
734 | * and doesn't have to be re-read.
|
---|
735 | */
|
---|
736 | src_data = mem;
|
---|
737 | dst_data = This->resource.allocatedMemory;
|
---|
738 | TRACE("(%p) : Repacking the surface data from pitch %d to pitch %d\n", This, src_pitch, dst_pitch);
|
---|
739 | for (y = 1 ; y < This->currentDesc.Height; y++) {
|
---|
740 | /* skip the first row */
|
---|
741 | src_data += src_pitch;
|
---|
742 | dst_data += dst_pitch;
|
---|
743 | memcpy(dst_data, src_data, dst_pitch);
|
---|
744 | }
|
---|
745 |
|
---|
746 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
747 | }
|
---|
748 | }
|
---|
749 |
|
---|
750 | /* Surface has now been downloaded */
|
---|
751 | This->Flags |= SFLAG_INSYSMEM;
|
---|
752 | }
|
---|
753 |
|
---|
754 | /* This call just uploads data, the caller is responsible for binding the
|
---|
755 | * correct texture. */
|
---|
756 | /* Context activation is done by the caller. */
|
---|
757 | static void surface_upload_data(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
|
---|
758 | const struct wined3d_format_desc *format_desc, BOOL srgb, const GLvoid *data)
|
---|
759 | {
|
---|
760 | GLsizei width = This->currentDesc.Width;
|
---|
761 | GLsizei height = This->currentDesc.Height;
|
---|
762 | GLenum internal;
|
---|
763 |
|
---|
764 | if (srgb)
|
---|
765 | {
|
---|
766 | internal = format_desc->glGammaInternal;
|
---|
767 | }
|
---|
768 | else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
|
---|
769 | && surface_is_offscreen((IWineD3DSurface *)This))
|
---|
770 | {
|
---|
771 | internal = format_desc->rtInternal;
|
---|
772 | }
|
---|
773 | else
|
---|
774 | {
|
---|
775 | internal = format_desc->glInternal;
|
---|
776 | }
|
---|
777 |
|
---|
778 | TRACE("This %p, internal %#x, width %d, height %d, format %#x, type %#x, data %p.\n",
|
---|
779 | This, internal, width, height, format_desc->glFormat, format_desc->glType, data);
|
---|
780 | TRACE("target %#x, level %u, resource size %u.\n",
|
---|
781 | This->texture_target, This->texture_level, This->resource.size);
|
---|
782 |
|
---|
783 | if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
|
---|
784 |
|
---|
785 | ENTER_GL();
|
---|
786 |
|
---|
787 | if (This->Flags & SFLAG_PBO)
|
---|
788 | {
|
---|
789 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
790 | checkGLcall("glBindBufferARB");
|
---|
791 |
|
---|
792 | TRACE("(%p) pbo: %#x, data: %p.\n", This, This->pbo, data);
|
---|
793 | data = NULL;
|
---|
794 | }
|
---|
795 |
|
---|
796 | if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
|
---|
797 | {
|
---|
798 | TRACE("Calling glCompressedTexSubImage2DARB.\n");
|
---|
799 |
|
---|
800 | GL_EXTCALL(glCompressedTexSubImage2DARB(This->texture_target, This->texture_level,
|
---|
801 | 0, 0, width, height, internal, This->resource.size, data));
|
---|
802 | checkGLcall("glCompressedTexSubImage2DARB");
|
---|
803 | }
|
---|
804 | else
|
---|
805 | {
|
---|
806 | TRACE("Calling glTexSubImage2D.\n");
|
---|
807 |
|
---|
808 | glTexSubImage2D(This->texture_target, This->texture_level,
|
---|
809 | 0, 0, width, height, format_desc->glFormat, format_desc->glType, data);
|
---|
810 | checkGLcall("glTexSubImage2D");
|
---|
811 | }
|
---|
812 |
|
---|
813 | if (This->Flags & SFLAG_PBO)
|
---|
814 | {
|
---|
815 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
816 | checkGLcall("glBindBufferARB");
|
---|
817 | }
|
---|
818 |
|
---|
819 | LEAVE_GL();
|
---|
820 |
|
---|
821 | if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
|
---|
822 | {
|
---|
823 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
824 | unsigned int i;
|
---|
825 |
|
---|
826 | for (i = 0; i < device->numContexts; ++i)
|
---|
827 | {
|
---|
828 | context_surface_update(device->contexts[i], This);
|
---|
829 | }
|
---|
830 | }
|
---|
831 | }
|
---|
832 |
|
---|
833 | /* This call just allocates the texture, the caller is responsible for binding
|
---|
834 | * the correct texture. */
|
---|
835 | /* Context activation is done by the caller. */
|
---|
836 | static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
|
---|
837 | const struct wined3d_format_desc *format_desc, BOOL srgb)
|
---|
838 | {
|
---|
839 | BOOL enable_client_storage = FALSE;
|
---|
840 | GLsizei width = This->pow2Width;
|
---|
841 | GLsizei height = This->pow2Height;
|
---|
842 | const BYTE *mem = NULL;
|
---|
843 | GLenum internal;
|
---|
844 |
|
---|
845 | if (srgb)
|
---|
846 | {
|
---|
847 | internal = format_desc->glGammaInternal;
|
---|
848 | }
|
---|
849 | else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
|
---|
850 | && surface_is_offscreen((IWineD3DSurface *)This))
|
---|
851 | {
|
---|
852 | internal = format_desc->rtInternal;
|
---|
853 | }
|
---|
854 | else
|
---|
855 | {
|
---|
856 | internal = format_desc->glInternal;
|
---|
857 | }
|
---|
858 |
|
---|
859 | if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
|
---|
860 |
|
---|
861 | 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",
|
---|
862 | This, This->texture_target, This->texture_level, debug_d3dformat(format_desc->format),
|
---|
863 | internal, width, height, format_desc->glFormat, format_desc->glType);
|
---|
864 |
|
---|
865 | ENTER_GL();
|
---|
866 |
|
---|
867 | if (gl_info->supported[APPLE_CLIENT_STORAGE])
|
---|
868 | {
|
---|
869 | if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
|
---|
870 | /* In some cases we want to disable client storage.
|
---|
871 | * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
|
---|
872 | * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
|
---|
873 | * SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
|
---|
874 | * allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
|
---|
875 | */
|
---|
876 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
---|
877 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
|
---|
878 | This->Flags &= ~SFLAG_CLIENT;
|
---|
879 | enable_client_storage = TRUE;
|
---|
880 | } else {
|
---|
881 | This->Flags |= SFLAG_CLIENT;
|
---|
882 |
|
---|
883 | /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
|
---|
884 | * it might point into a pbo. Instead use heapMemory, but get the alignment right.
|
---|
885 | */
|
---|
886 | mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
887 | }
|
---|
888 | }
|
---|
889 |
|
---|
890 | #ifdef VBOXWDDM
|
---|
891 | if (!VBOXSHRC_IS_SHARED_OPENED(This))
|
---|
892 | #endif
|
---|
893 | {
|
---|
894 | if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED && mem)
|
---|
895 | {
|
---|
896 | GL_EXTCALL(glCompressedTexImage2DARB(This->texture_target, This->texture_level,
|
---|
897 | internal, width, height, 0, This->resource.size, mem));
|
---|
898 | }
|
---|
899 | else
|
---|
900 | {
|
---|
901 | glTexImage2D(This->texture_target, This->texture_level,
|
---|
902 | internal, width, height, 0, format_desc->glFormat, format_desc->glType, mem);
|
---|
903 | checkGLcall("glTexImage2D");
|
---|
904 | }
|
---|
905 | }
|
---|
906 |
|
---|
907 | if(enable_client_storage) {
|
---|
908 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
---|
909 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
---|
910 | }
|
---|
911 | LEAVE_GL();
|
---|
912 | }
|
---|
913 |
|
---|
914 | /* In D3D the depth stencil dimensions have to be greater than or equal to the
|
---|
915 | * render target dimensions. With FBOs, the dimensions have to be an exact match. */
|
---|
916 | /* TODO: We should synchronize the renderbuffer's content with the texture's content. */
|
---|
917 | /* GL locking is done by the caller */
|
---|
918 | void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
|
---|
919 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
920 | const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
|
---|
921 | renderbuffer_entry_t *entry;
|
---|
922 | GLuint renderbuffer = 0;
|
---|
923 | unsigned int src_width, src_height;
|
---|
924 |
|
---|
925 | src_width = This->pow2Width;
|
---|
926 | src_height = This->pow2Height;
|
---|
927 |
|
---|
928 | /* A depth stencil smaller than the render target is not valid */
|
---|
929 | if (width > src_width || height > src_height) return;
|
---|
930 |
|
---|
931 | /* Remove any renderbuffer set if the sizes match */
|
---|
932 | if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
|
---|
933 | || (width == src_width && height == src_height))
|
---|
934 | {
|
---|
935 | This->current_renderbuffer = NULL;
|
---|
936 | return;
|
---|
937 | }
|
---|
938 |
|
---|
939 | /* Look if we've already got a renderbuffer of the correct dimensions */
|
---|
940 | LIST_FOR_EACH_ENTRY(entry, &This->renderbuffers, renderbuffer_entry_t, entry) {
|
---|
941 | if (entry->width == width && entry->height == height) {
|
---|
942 | renderbuffer = entry->id;
|
---|
943 | This->current_renderbuffer = entry;
|
---|
944 | break;
|
---|
945 | }
|
---|
946 | }
|
---|
947 |
|
---|
948 | if (!renderbuffer) {
|
---|
949 | gl_info->fbo_ops.glGenRenderbuffers(1, &renderbuffer);
|
---|
950 | gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
|
---|
951 | gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER,
|
---|
952 | This->resource.format_desc->glInternal, width, height);
|
---|
953 |
|
---|
954 | entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
|
---|
955 | entry->width = width;
|
---|
956 | entry->height = height;
|
---|
957 | entry->id = renderbuffer;
|
---|
958 | list_add_head(&This->renderbuffers, &entry->entry);
|
---|
959 |
|
---|
960 | This->current_renderbuffer = entry;
|
---|
961 | }
|
---|
962 |
|
---|
963 | checkGLcall("set_compatible_renderbuffer");
|
---|
964 | }
|
---|
965 |
|
---|
966 | GLenum surface_get_gl_buffer(IWineD3DSurface *iface)
|
---|
967 | {
|
---|
968 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
969 | IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)This->container;
|
---|
970 |
|
---|
971 | TRACE("iface %p.\n", iface);
|
---|
972 |
|
---|
973 | if (!(This->Flags & SFLAG_SWAPCHAIN))
|
---|
974 | {
|
---|
975 | ERR("Surface %p is not on a swapchain.\n", iface);
|
---|
976 | return GL_NONE;
|
---|
977 | }
|
---|
978 |
|
---|
979 | if (swapchain->backBuffer && swapchain->backBuffer[0] == iface)
|
---|
980 | {
|
---|
981 | if (swapchain->render_to_fbo)
|
---|
982 | {
|
---|
983 | TRACE("Returning GL_COLOR_ATTACHMENT0\n");
|
---|
984 | return GL_COLOR_ATTACHMENT0;
|
---|
985 | }
|
---|
986 | TRACE("Returning GL_BACK\n");
|
---|
987 | return GL_BACK;
|
---|
988 | }
|
---|
989 | else if (swapchain->frontBuffer == iface)
|
---|
990 | {
|
---|
991 | TRACE("Returning GL_FRONT\n");
|
---|
992 | return GL_FRONT;
|
---|
993 | }
|
---|
994 |
|
---|
995 | FIXME("Higher back buffer, returning GL_BACK\n");
|
---|
996 | return GL_BACK;
|
---|
997 | }
|
---|
998 |
|
---|
999 | #ifdef VBOXWDDM
|
---|
1000 | static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect);
|
---|
1001 | #endif
|
---|
1002 |
|
---|
1003 | /* Slightly inefficient way to handle multiple dirty rects but it works :) */
|
---|
1004 | void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
|
---|
1005 | {
|
---|
1006 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
1007 | IWineD3DBaseTexture *baseTexture = NULL;
|
---|
1008 |
|
---|
1009 | if (!(This->Flags & SFLAG_INSYSMEM) && (This->Flags & SFLAG_INTEXTURE))
|
---|
1010 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL /* no partial locking for textures yet */);
|
---|
1011 |
|
---|
1012 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
|
---|
1013 |
|
---|
1014 | if (dirty_rect)
|
---|
1015 | {
|
---|
1016 | This->dirtyRect.left = min(This->dirtyRect.left, dirty_rect->left);
|
---|
1017 | This->dirtyRect.top = min(This->dirtyRect.top, dirty_rect->top);
|
---|
1018 | This->dirtyRect.right = max(This->dirtyRect.right, dirty_rect->right);
|
---|
1019 | This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
|
---|
1020 | }
|
---|
1021 | else
|
---|
1022 | {
|
---|
1023 | This->dirtyRect.left = 0;
|
---|
1024 | This->dirtyRect.top = 0;
|
---|
1025 | This->dirtyRect.right = This->currentDesc.Width;
|
---|
1026 | This->dirtyRect.bottom = This->currentDesc.Height;
|
---|
1027 | }
|
---|
1028 |
|
---|
1029 | TRACE("(%p) : Dirty: yes, Rect:(%d, %d, %d, %d)\n", This, This->dirtyRect.left,
|
---|
1030 | This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
|
---|
1031 |
|
---|
1032 | /* if the container is a basetexture then mark it dirty. */
|
---|
1033 | if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)))
|
---|
1034 | {
|
---|
1035 | TRACE("Passing to container\n");
|
---|
1036 | IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
|
---|
1037 | IWineD3DBaseTexture_Release(baseTexture);
|
---|
1038 | }
|
---|
1039 | }
|
---|
1040 |
|
---|
1041 | static BOOL surface_convert_color_to_argb(IWineD3DSurfaceImpl *This, DWORD color, DWORD *argb_color)
|
---|
1042 | {
|
---|
1043 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
1044 |
|
---|
1045 | switch(This->resource.format_desc->format)
|
---|
1046 | {
|
---|
1047 | case WINED3DFMT_P8_UINT:
|
---|
1048 | {
|
---|
1049 | DWORD alpha;
|
---|
1050 |
|
---|
1051 | if (primary_render_target_is_p8(device))
|
---|
1052 | alpha = color << 24;
|
---|
1053 | else
|
---|
1054 | alpha = 0xFF000000;
|
---|
1055 |
|
---|
1056 | if (This->palette) {
|
---|
1057 | *argb_color = (alpha |
|
---|
1058 | (This->palette->palents[color].peRed << 16) |
|
---|
1059 | (This->palette->palents[color].peGreen << 8) |
|
---|
1060 | (This->palette->palents[color].peBlue));
|
---|
1061 | } else {
|
---|
1062 | *argb_color = alpha;
|
---|
1063 | }
|
---|
1064 | }
|
---|
1065 | break;
|
---|
1066 |
|
---|
1067 | case WINED3DFMT_B5G6R5_UNORM:
|
---|
1068 | {
|
---|
1069 | if (color == 0xFFFF) {
|
---|
1070 | *argb_color = 0xFFFFFFFF;
|
---|
1071 | } else {
|
---|
1072 | *argb_color = ((0xFF000000) |
|
---|
1073 | ((color & 0xF800) << 8) |
|
---|
1074 | ((color & 0x07E0) << 5) |
|
---|
1075 | ((color & 0x001F) << 3));
|
---|
1076 | }
|
---|
1077 | }
|
---|
1078 | break;
|
---|
1079 |
|
---|
1080 | case WINED3DFMT_B8G8R8_UNORM:
|
---|
1081 | case WINED3DFMT_B8G8R8X8_UNORM:
|
---|
1082 | *argb_color = 0xFF000000 | color;
|
---|
1083 | break;
|
---|
1084 |
|
---|
1085 | case WINED3DFMT_B8G8R8A8_UNORM:
|
---|
1086 | *argb_color = color;
|
---|
1087 | break;
|
---|
1088 |
|
---|
1089 | default:
|
---|
1090 | ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
|
---|
1091 | return FALSE;
|
---|
1092 | }
|
---|
1093 | return TRUE;
|
---|
1094 | }
|
---|
1095 |
|
---|
1096 | static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
|
---|
1097 | {
|
---|
1098 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
1099 | ULONG ref = InterlockedDecrement(&This->resource.ref);
|
---|
1100 | TRACE("(%p) : Releasing from %d\n", This, ref + 1);
|
---|
1101 |
|
---|
1102 | if (!ref)
|
---|
1103 | {
|
---|
1104 | surface_cleanup(This);
|
---|
1105 | This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
|
---|
1106 |
|
---|
1107 | TRACE("(%p) Released.\n", This);
|
---|
1108 | HeapFree(GetProcessHeap(), 0, This);
|
---|
1109 | }
|
---|
1110 |
|
---|
1111 | return ref;
|
---|
1112 | }
|
---|
1113 |
|
---|
1114 | /* ****************************************************
|
---|
1115 | IWineD3DSurface IWineD3DResource parts follow
|
---|
1116 | **************************************************** */
|
---|
1117 |
|
---|
1118 | void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
|
---|
1119 | {
|
---|
1120 | /* TODO: check for locks */
|
---|
1121 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
1122 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
1123 | IWineD3DBaseTexture *baseTexture = NULL;
|
---|
1124 |
|
---|
1125 | TRACE("(%p)Checking to see if the container is a base texture\n", This);
|
---|
1126 | if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
|
---|
1127 | IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) baseTexture;
|
---|
1128 | TRACE("Passing to container\n");
|
---|
1129 | tex_impl->baseTexture.internal_preload(baseTexture, srgb);
|
---|
1130 | IWineD3DBaseTexture_Release(baseTexture);
|
---|
1131 | } else {
|
---|
1132 | struct wined3d_context *context = NULL;
|
---|
1133 |
|
---|
1134 | TRACE("(%p) : About to load surface\n", This);
|
---|
1135 |
|
---|
1136 | if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
1137 |
|
---|
1138 | if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
|
---|
1139 | || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
|
---|
1140 | {
|
---|
1141 | if(palette9_changed(This)) {
|
---|
1142 | TRACE("Reloading surface because the d3d8/9 palette was changed\n");
|
---|
1143 | /* TODO: This is not necessarily needed with hw palettized texture support */
|
---|
1144 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
|
---|
1145 | /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
|
---|
1146 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
|
---|
1147 | }
|
---|
1148 | }
|
---|
1149 |
|
---|
1150 | IWineD3DSurface_LoadTexture(iface, srgb == SRGB_SRGB ? TRUE : FALSE);
|
---|
1151 |
|
---|
1152 | if (This->resource.pool == WINED3DPOOL_DEFAULT) {
|
---|
1153 | /* Tell opengl to try and keep this texture in video ram (well mostly) */
|
---|
1154 | GLclampf tmp;
|
---|
1155 | tmp = 0.9f;
|
---|
1156 | ENTER_GL();
|
---|
1157 | glPrioritizeTextures(1, &This->texture_name, &tmp);
|
---|
1158 | LEAVE_GL();
|
---|
1159 | }
|
---|
1160 |
|
---|
1161 | if (context) context_release(context);
|
---|
1162 | }
|
---|
1163 | }
|
---|
1164 |
|
---|
1165 | static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
|
---|
1166 | surface_internal_preload(iface, SRGB_ANY);
|
---|
1167 | }
|
---|
1168 |
|
---|
1169 | /* Context activation is done by the caller. */
|
---|
1170 | static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info)
|
---|
1171 | {
|
---|
1172 | This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
|
---|
1173 | This->resource.allocatedMemory =
|
---|
1174 | (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
1175 |
|
---|
1176 | ENTER_GL();
|
---|
1177 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
1178 | checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
|
---|
1179 | GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
|
---|
1180 | checkGLcall("glGetBufferSubDataARB");
|
---|
1181 | GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
|
---|
1182 | checkGLcall("glDeleteBuffersARB");
|
---|
1183 | LEAVE_GL();
|
---|
1184 |
|
---|
1185 | This->pbo = 0;
|
---|
1186 | This->Flags &= ~SFLAG_PBO;
|
---|
1187 | }
|
---|
1188 |
|
---|
1189 | BOOL surface_init_sysmem(IWineD3DSurface *iface)
|
---|
1190 | {
|
---|
1191 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
1192 |
|
---|
1193 | if(!This->resource.allocatedMemory)
|
---|
1194 | {
|
---|
1195 | This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
|
---|
1196 | if(!This->resource.heapMemory)
|
---|
1197 | {
|
---|
1198 | ERR("Out of memory\n");
|
---|
1199 | return FALSE;
|
---|
1200 | }
|
---|
1201 | This->resource.allocatedMemory =
|
---|
1202 | (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
1203 | }
|
---|
1204 | else
|
---|
1205 | {
|
---|
1206 | memset(This->resource.allocatedMemory, 0, This->resource.size);
|
---|
1207 | }
|
---|
1208 |
|
---|
1209 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
|
---|
1210 | return TRUE;
|
---|
1211 | }
|
---|
1212 |
|
---|
1213 | static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
|
---|
1214 | IWineD3DBaseTexture *texture = NULL;
|
---|
1215 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
1216 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
1217 | const struct wined3d_gl_info *gl_info;
|
---|
1218 | renderbuffer_entry_t *entry, *entry2;
|
---|
1219 | struct wined3d_context *context;
|
---|
1220 |
|
---|
1221 | TRACE("(%p)\n", iface);
|
---|
1222 |
|
---|
1223 | if(This->resource.pool == WINED3DPOOL_DEFAULT) {
|
---|
1224 | /* Default pool resources are supposed to be destroyed before Reset is called.
|
---|
1225 | * Implicit resources stay however. So this means we have an implicit render target
|
---|
1226 | * or depth stencil. The content may be destroyed, but we still have to tear down
|
---|
1227 | * opengl resources, so we cannot leave early.
|
---|
1228 | *
|
---|
1229 | * Put the surfaces into sysmem, and reset the content. The D3D content is undefined,
|
---|
1230 | * but we can't set the sysmem INDRAWABLE because when we're rendering the swapchain
|
---|
1231 | * or the depth stencil into an FBO the texture or render buffer will be removed
|
---|
1232 | * and all flags get lost
|
---|
1233 | */
|
---|
1234 | surface_init_sysmem(iface);
|
---|
1235 | } else {
|
---|
1236 | /* Load the surface into system memory */
|
---|
1237 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
|
---|
1238 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
|
---|
1239 | }
|
---|
1240 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
|
---|
1241 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
|
---|
1242 | This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
|
---|
1243 |
|
---|
1244 | context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
1245 | gl_info = context->gl_info;
|
---|
1246 |
|
---|
1247 | /* Destroy PBOs, but load them into real sysmem before */
|
---|
1248 | if (This->Flags & SFLAG_PBO)
|
---|
1249 | surface_remove_pbo(This, gl_info);
|
---|
1250 |
|
---|
1251 | /* Destroy fbo render buffers. This is needed for implicit render targets, for
|
---|
1252 | * all application-created targets the application has to release the surface
|
---|
1253 | * before calling _Reset
|
---|
1254 | */
|
---|
1255 | LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->renderbuffers, renderbuffer_entry_t, entry) {
|
---|
1256 | ENTER_GL();
|
---|
1257 | gl_info->fbo_ops.glDeleteRenderbuffers(1, &entry->id);
|
---|
1258 | LEAVE_GL();
|
---|
1259 | list_remove(&entry->entry);
|
---|
1260 | HeapFree(GetProcessHeap(), 0, entry);
|
---|
1261 | }
|
---|
1262 | list_init(&This->renderbuffers);
|
---|
1263 | This->current_renderbuffer = NULL;
|
---|
1264 |
|
---|
1265 | /* If we're in a texture, the texture name belongs to the texture. Otherwise,
|
---|
1266 | * destroy it
|
---|
1267 | */
|
---|
1268 | IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
|
---|
1269 | if(!texture) {
|
---|
1270 | ENTER_GL();
|
---|
1271 | glDeleteTextures(1, &This->texture_name);
|
---|
1272 | This->texture_name = 0;
|
---|
1273 | glDeleteTextures(1, &This->texture_name_srgb);
|
---|
1274 | This->texture_name_srgb = 0;
|
---|
1275 | LEAVE_GL();
|
---|
1276 | } else {
|
---|
1277 | IWineD3DBaseTexture_Release(texture);
|
---|
1278 | }
|
---|
1279 |
|
---|
1280 | context_release(context);
|
---|
1281 | }
|
---|
1282 |
|
---|
1283 | /* ******************************************************
|
---|
1284 | IWineD3DSurface IWineD3DSurface parts follow
|
---|
1285 | ****************************************************** */
|
---|
1286 |
|
---|
1287 | /* Read the framebuffer back into the surface */
|
---|
1288 | static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
|
---|
1289 | {
|
---|
1290 | IWineD3DDeviceImpl *myDevice = This->resource.device;
|
---|
1291 | const struct wined3d_gl_info *gl_info;
|
---|
1292 | struct wined3d_context *context;
|
---|
1293 | BYTE *mem;
|
---|
1294 | GLint fmt;
|
---|
1295 | GLint type;
|
---|
1296 | BYTE *row, *top, *bottom;
|
---|
1297 | int i;
|
---|
1298 | BOOL bpp;
|
---|
1299 | RECT local_rect;
|
---|
1300 | BOOL srcIsUpsideDown;
|
---|
1301 | GLint rowLen = 0;
|
---|
1302 | GLint skipPix = 0;
|
---|
1303 | GLint skipRow = 0;
|
---|
1304 |
|
---|
1305 | if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
|
---|
1306 | static BOOL warned = FALSE;
|
---|
1307 | if(!warned) {
|
---|
1308 | ERR("The application tries to lock the render target, but render target locking is disabled\n");
|
---|
1309 | warned = TRUE;
|
---|
1310 | }
|
---|
1311 | return;
|
---|
1312 | }
|
---|
1313 |
|
---|
1314 | /* Activate the surface. Set it up for blitting now, although not necessarily needed for LockRect.
|
---|
1315 | * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage
|
---|
1316 | * should help here. Furthermore unlockrect will need the context set up for blitting. The context manager will find
|
---|
1317 | * context->last_was_blit set on the unlock.
|
---|
1318 | */
|
---|
1319 | context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
|
---|
1320 | gl_info = context->gl_info;
|
---|
1321 |
|
---|
1322 | ENTER_GL();
|
---|
1323 |
|
---|
1324 | /* Select the correct read buffer, and give some debug output.
|
---|
1325 | * There is no need to keep track of the current read buffer or reset it, every part of the code
|
---|
1326 | * that reads sets the read buffer as desired.
|
---|
1327 | */
|
---|
1328 | if (surface_is_offscreen((IWineD3DSurface *) This))
|
---|
1329 | {
|
---|
1330 | /* Locking the primary render target which is not on a swapchain(=offscreen render target).
|
---|
1331 | * Read from the back buffer
|
---|
1332 | */
|
---|
1333 | TRACE("Locking offscreen render target\n");
|
---|
1334 | glReadBuffer(myDevice->offscreenBuffer);
|
---|
1335 | srcIsUpsideDown = TRUE;
|
---|
1336 | }
|
---|
1337 | else
|
---|
1338 | {
|
---|
1339 | /* Onscreen surfaces are always part of a swapchain */
|
---|
1340 | GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
|
---|
1341 | TRACE("Locking %#x buffer\n", buffer);
|
---|
1342 | glReadBuffer(buffer);
|
---|
1343 | checkGLcall("glReadBuffer");
|
---|
1344 | srcIsUpsideDown = FALSE;
|
---|
1345 | }
|
---|
1346 |
|
---|
1347 | /* TODO: Get rid of the extra rectangle comparison and construction of a full surface rectangle */
|
---|
1348 | if(!rect) {
|
---|
1349 | local_rect.left = 0;
|
---|
1350 | local_rect.top = 0;
|
---|
1351 | local_rect.right = This->currentDesc.Width;
|
---|
1352 | local_rect.bottom = This->currentDesc.Height;
|
---|
1353 | } else {
|
---|
1354 | local_rect = *rect;
|
---|
1355 | }
|
---|
1356 | /* TODO: Get rid of the extra GetPitch call, LockRect does that too. Cache the pitch */
|
---|
1357 |
|
---|
1358 | switch(This->resource.format_desc->format)
|
---|
1359 | {
|
---|
1360 | case WINED3DFMT_P8_UINT:
|
---|
1361 | {
|
---|
1362 | if(primary_render_target_is_p8(myDevice)) {
|
---|
1363 | /* In case of P8 render targets the index is stored in the alpha component */
|
---|
1364 | fmt = GL_ALPHA;
|
---|
1365 | type = GL_UNSIGNED_BYTE;
|
---|
1366 | mem = dest;
|
---|
1367 | bpp = This->resource.format_desc->byte_count;
|
---|
1368 | } else {
|
---|
1369 | /* GL can't return palettized data, so read ARGB pixels into a
|
---|
1370 | * separate block of memory and convert them into palettized format
|
---|
1371 | * in software. Slow, but if the app means to use palettized render
|
---|
1372 | * targets and locks it...
|
---|
1373 | *
|
---|
1374 | * Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
|
---|
1375 | * Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
|
---|
1376 | * for the color channels when palettizing the colors.
|
---|
1377 | */
|
---|
1378 | fmt = GL_RGB;
|
---|
1379 | type = GL_UNSIGNED_BYTE;
|
---|
1380 | pitch *= 3;
|
---|
1381 | mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
|
---|
1382 | if(!mem) {
|
---|
1383 | ERR("Out of memory\n");
|
---|
1384 | LEAVE_GL();
|
---|
1385 | return;
|
---|
1386 | }
|
---|
1387 | bpp = This->resource.format_desc->byte_count * 3;
|
---|
1388 | }
|
---|
1389 | }
|
---|
1390 | break;
|
---|
1391 |
|
---|
1392 | default:
|
---|
1393 | mem = dest;
|
---|
1394 | fmt = This->resource.format_desc->glFormat;
|
---|
1395 | type = This->resource.format_desc->glType;
|
---|
1396 | bpp = This->resource.format_desc->byte_count;
|
---|
1397 | }
|
---|
1398 |
|
---|
1399 | if(This->Flags & SFLAG_PBO) {
|
---|
1400 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
|
---|
1401 | checkGLcall("glBindBufferARB");
|
---|
1402 | if(mem != NULL) {
|
---|
1403 | ERR("mem not null for pbo -- unexpected\n");
|
---|
1404 | mem = NULL;
|
---|
1405 | }
|
---|
1406 | }
|
---|
1407 |
|
---|
1408 | /* Save old pixel store pack state */
|
---|
1409 | glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
|
---|
1410 | checkGLcall("glGetIntegerv");
|
---|
1411 | glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
|
---|
1412 | checkGLcall("glGetIntegerv");
|
---|
1413 | glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
|
---|
1414 | checkGLcall("glGetIntegerv");
|
---|
1415 |
|
---|
1416 | /* Setup pixel store pack state -- to glReadPixels into the correct place */
|
---|
1417 | glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
|
---|
1418 | checkGLcall("glPixelStorei");
|
---|
1419 | glPixelStorei(GL_PACK_SKIP_PIXELS, local_rect.left);
|
---|
1420 | checkGLcall("glPixelStorei");
|
---|
1421 | glPixelStorei(GL_PACK_SKIP_ROWS, local_rect.top);
|
---|
1422 | checkGLcall("glPixelStorei");
|
---|
1423 |
|
---|
1424 | glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
|
---|
1425 | local_rect.right - local_rect.left,
|
---|
1426 | local_rect.bottom - local_rect.top,
|
---|
1427 | fmt, type, mem);
|
---|
1428 | checkGLcall("glReadPixels");
|
---|
1429 |
|
---|
1430 | /* Reset previous pixel store pack state */
|
---|
1431 | glPixelStorei(GL_PACK_ROW_LENGTH, rowLen);
|
---|
1432 | checkGLcall("glPixelStorei");
|
---|
1433 | glPixelStorei(GL_PACK_SKIP_PIXELS, skipPix);
|
---|
1434 | checkGLcall("glPixelStorei");
|
---|
1435 | glPixelStorei(GL_PACK_SKIP_ROWS, skipRow);
|
---|
1436 | checkGLcall("glPixelStorei");
|
---|
1437 |
|
---|
1438 | if(This->Flags & SFLAG_PBO) {
|
---|
1439 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
|
---|
1440 | checkGLcall("glBindBufferARB");
|
---|
1441 |
|
---|
1442 | /* Check if we need to flip the image. If we need to flip use glMapBufferARB
|
---|
1443 | * to get a pointer to it and perform the flipping in software. This is a lot
|
---|
1444 | * faster than calling glReadPixels for each line. In case we want more speed
|
---|
1445 | * we should rerender it flipped in a FBO and read the data back from the FBO. */
|
---|
1446 | if(!srcIsUpsideDown) {
|
---|
1447 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
1448 | checkGLcall("glBindBufferARB");
|
---|
1449 |
|
---|
1450 | mem = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
|
---|
1451 | checkGLcall("glMapBufferARB");
|
---|
1452 | }
|
---|
1453 | }
|
---|
1454 |
|
---|
1455 | /* TODO: Merge this with the palettization loop below for P8 targets */
|
---|
1456 | if(!srcIsUpsideDown) {
|
---|
1457 | UINT len, off;
|
---|
1458 | /* glReadPixels returns the image upside down, and there is no way to prevent this.
|
---|
1459 | Flip the lines in software */
|
---|
1460 | len = (local_rect.right - local_rect.left) * bpp;
|
---|
1461 | off = local_rect.left * bpp;
|
---|
1462 |
|
---|
1463 | row = HeapAlloc(GetProcessHeap(), 0, len);
|
---|
1464 | if(!row) {
|
---|
1465 | ERR("Out of memory\n");
|
---|
1466 | if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
|
---|
1467 | LEAVE_GL();
|
---|
1468 | return;
|
---|
1469 | }
|
---|
1470 |
|
---|
1471 | top = mem + pitch * local_rect.top;
|
---|
1472 | bottom = mem + pitch * (local_rect.bottom - 1);
|
---|
1473 | for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
|
---|
1474 | memcpy(row, top + off, len);
|
---|
1475 | memcpy(top + off, bottom + off, len);
|
---|
1476 | memcpy(bottom + off, row, len);
|
---|
1477 | top += pitch;
|
---|
1478 | bottom -= pitch;
|
---|
1479 | }
|
---|
1480 | HeapFree(GetProcessHeap(), 0, row);
|
---|
1481 |
|
---|
1482 | /* Unmap the temp PBO buffer */
|
---|
1483 | if(This->Flags & SFLAG_PBO) {
|
---|
1484 | GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
|
---|
1485 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
1486 | }
|
---|
1487 | }
|
---|
1488 |
|
---|
1489 | LEAVE_GL();
|
---|
1490 | context_release(context);
|
---|
1491 |
|
---|
1492 | /* For P8 textures we need to perform an inverse palette lookup. This is done by searching for a palette
|
---|
1493 | * index which matches the RGB value. Note this isn't guaranteed to work when there are multiple entries for
|
---|
1494 | * the same color but we have no choice.
|
---|
1495 | * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
|
---|
1496 | */
|
---|
1497 | if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(myDevice))
|
---|
1498 | {
|
---|
1499 | const PALETTEENTRY *pal = NULL;
|
---|
1500 | DWORD width = pitch / 3;
|
---|
1501 | int x, y, c;
|
---|
1502 |
|
---|
1503 | if(This->palette) {
|
---|
1504 | pal = This->palette->palents;
|
---|
1505 | } else {
|
---|
1506 | ERR("Palette is missing, cannot perform inverse palette lookup\n");
|
---|
1507 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
1508 | return ;
|
---|
1509 | }
|
---|
1510 |
|
---|
1511 | for(y = local_rect.top; y < local_rect.bottom; y++) {
|
---|
1512 | for(x = local_rect.left; x < local_rect.right; x++) {
|
---|
1513 | /* start lines pixels */
|
---|
1514 | const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
|
---|
1515 | const BYTE *green = blue + 1;
|
---|
1516 | const BYTE *red = green + 1;
|
---|
1517 |
|
---|
1518 | for(c = 0; c < 256; c++) {
|
---|
1519 | if(*red == pal[c].peRed &&
|
---|
1520 | *green == pal[c].peGreen &&
|
---|
1521 | *blue == pal[c].peBlue)
|
---|
1522 | {
|
---|
1523 | *((BYTE *) dest + y * width + x) = c;
|
---|
1524 | break;
|
---|
1525 | }
|
---|
1526 | }
|
---|
1527 | }
|
---|
1528 | }
|
---|
1529 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
1530 | }
|
---|
1531 | }
|
---|
1532 |
|
---|
1533 | /* Read the framebuffer contents into a texture */
|
---|
1534 | static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
|
---|
1535 | {
|
---|
1536 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
1537 | const struct wined3d_gl_info *gl_info;
|
---|
1538 | struct wined3d_context *context;
|
---|
1539 | GLint prevRead;
|
---|
1540 | BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
|
---|
1541 |
|
---|
1542 | /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
|
---|
1543 | * locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
|
---|
1544 | * states in the stateblock, and no driver was found yet that had bugs in that regard.
|
---|
1545 | */
|
---|
1546 | context = context_acquire(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
|
---|
1547 | gl_info = context->gl_info;
|
---|
1548 |
|
---|
1549 | surface_bind_and_dirtify(This, srgb);
|
---|
1550 |
|
---|
1551 | ENTER_GL();
|
---|
1552 | glGetIntegerv(GL_READ_BUFFER, &prevRead);
|
---|
1553 | LEAVE_GL();
|
---|
1554 |
|
---|
1555 | /* Select the correct read buffer, and give some debug output.
|
---|
1556 | * There is no need to keep track of the current read buffer or reset it, every part of the code
|
---|
1557 | * that reads sets the read buffer as desired.
|
---|
1558 | */
|
---|
1559 | if (!surface_is_offscreen((IWineD3DSurface *)This))
|
---|
1560 | {
|
---|
1561 | GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
|
---|
1562 | TRACE("Locking %#x buffer\n", buffer);
|
---|
1563 |
|
---|
1564 | ENTER_GL();
|
---|
1565 | glReadBuffer(buffer);
|
---|
1566 | checkGLcall("glReadBuffer");
|
---|
1567 | LEAVE_GL();
|
---|
1568 | }
|
---|
1569 | else
|
---|
1570 | {
|
---|
1571 | /* Locking the primary render target which is not on a swapchain(=offscreen render target).
|
---|
1572 | * Read from the back buffer
|
---|
1573 | */
|
---|
1574 | TRACE("Locking offscreen render target\n");
|
---|
1575 | ENTER_GL();
|
---|
1576 | glReadBuffer(device->offscreenBuffer);
|
---|
1577 | checkGLcall("glReadBuffer");
|
---|
1578 | LEAVE_GL();
|
---|
1579 | }
|
---|
1580 |
|
---|
1581 | if (!(This->Flags & alloc_flag))
|
---|
1582 | {
|
---|
1583 | surface_allocate_surface(This, gl_info, This->resource.format_desc, srgb);
|
---|
1584 | This->Flags |= alloc_flag;
|
---|
1585 | }
|
---|
1586 |
|
---|
1587 | ENTER_GL();
|
---|
1588 | /* If !SrcIsUpsideDown we should flip the surface.
|
---|
1589 | * This can be done using glCopyTexSubImage2D but this
|
---|
1590 | * is VERY slow, so don't do that. We should prevent
|
---|
1591 | * this code from getting called in such cases or perhaps
|
---|
1592 | * we can use FBOs */
|
---|
1593 |
|
---|
1594 | glCopyTexSubImage2D(This->texture_target, This->texture_level,
|
---|
1595 | 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
|
---|
1596 | checkGLcall("glCopyTexSubImage2D");
|
---|
1597 |
|
---|
1598 | glReadBuffer(prevRead);
|
---|
1599 | checkGLcall("glReadBuffer");
|
---|
1600 |
|
---|
1601 | LEAVE_GL();
|
---|
1602 |
|
---|
1603 | context_release(context);
|
---|
1604 |
|
---|
1605 | TRACE("Updated target %d\n", This->texture_target);
|
---|
1606 | }
|
---|
1607 |
|
---|
1608 | /* Context activation is done by the caller. */
|
---|
1609 | void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
|
---|
1610 | {
|
---|
1611 | DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
|
---|
1612 | CONVERT_TYPES convert;
|
---|
1613 | struct wined3d_format_desc desc;
|
---|
1614 |
|
---|
1615 | if (surface->Flags & alloc_flag) return;
|
---|
1616 |
|
---|
1617 | d3dfmt_get_conv(surface, TRUE, TRUE, &desc, &convert);
|
---|
1618 | if(convert != NO_CONVERSION) surface->Flags |= SFLAG_CONVERTED;
|
---|
1619 | else surface->Flags &= ~SFLAG_CONVERTED;
|
---|
1620 |
|
---|
1621 | surface_bind_and_dirtify(surface, srgb);
|
---|
1622 | surface_allocate_surface(surface, gl_info, &desc, srgb);
|
---|
1623 | surface->Flags |= alloc_flag;
|
---|
1624 | }
|
---|
1625 |
|
---|
1626 | static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
|
---|
1627 | {
|
---|
1628 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
1629 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
---|
1630 |
|
---|
1631 | /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
|
---|
1632 | * This avoids the need to download the surface from opengl all the time. The surface is still downloaded if the opengl texture is
|
---|
1633 | * changed
|
---|
1634 | */
|
---|
1635 | if(!(This->Flags & SFLAG_DYNLOCK)) {
|
---|
1636 | This->lockCount++;
|
---|
1637 | /* MAXLOCKCOUNT is defined in wined3d_private.h */
|
---|
1638 | if(This->lockCount > MAXLOCKCOUNT) {
|
---|
1639 | TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
|
---|
1640 | This->Flags |= SFLAG_DYNLOCK;
|
---|
1641 | }
|
---|
1642 | }
|
---|
1643 |
|
---|
1644 | /* Create a PBO for dynamically locked surfaces but don't do it for converted or non-pow2 surfaces.
|
---|
1645 | * Also don't create a PBO for systemmem surfaces.
|
---|
1646 | */
|
---|
1647 | if (gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && (This->Flags & SFLAG_DYNLOCK)
|
---|
1648 | && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | SFLAG_NONPOW2))
|
---|
1649 | && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
|
---|
1650 | {
|
---|
1651 | GLenum error;
|
---|
1652 | struct wined3d_context *context;
|
---|
1653 |
|
---|
1654 | context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
1655 | ENTER_GL();
|
---|
1656 |
|
---|
1657 | GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
|
---|
1658 | error = glGetError();
|
---|
1659 | if(This->pbo == 0 || error != GL_NO_ERROR) {
|
---|
1660 | ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
|
---|
1661 | }
|
---|
1662 |
|
---|
1663 | TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
|
---|
1664 |
|
---|
1665 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
1666 | checkGLcall("glBindBufferARB");
|
---|
1667 |
|
---|
1668 | GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
|
---|
1669 | checkGLcall("glBufferDataARB");
|
---|
1670 |
|
---|
1671 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
1672 | checkGLcall("glBindBufferARB");
|
---|
1673 |
|
---|
1674 | /* We don't need the system memory anymore and we can't even use it for PBOs */
|
---|
1675 | if(!(This->Flags & SFLAG_CLIENT)) {
|
---|
1676 | HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
|
---|
1677 | This->resource.heapMemory = NULL;
|
---|
1678 | }
|
---|
1679 | This->resource.allocatedMemory = NULL;
|
---|
1680 | This->Flags |= SFLAG_PBO;
|
---|
1681 | LEAVE_GL();
|
---|
1682 | context_release(context);
|
---|
1683 | }
|
---|
1684 | else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
|
---|
1685 | {
|
---|
1686 | /* Whatever surface we have, make sure that there is memory allocated for the downloaded copy,
|
---|
1687 | * or a pbo to map
|
---|
1688 | */
|
---|
1689 | if(!This->resource.heapMemory) {
|
---|
1690 | This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
|
---|
1691 | }
|
---|
1692 | This->resource.allocatedMemory =
|
---|
1693 | (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
1694 | if(This->Flags & SFLAG_INSYSMEM) {
|
---|
1695 | ERR("Surface without memory or pbo has SFLAG_INSYSMEM set!\n");
|
---|
1696 | }
|
---|
1697 | }
|
---|
1698 | }
|
---|
1699 |
|
---|
1700 | static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
|
---|
1701 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
1702 | IWineD3DDeviceImpl *myDevice = This->resource.device;
|
---|
1703 | const RECT *pass_rect = pRect;
|
---|
1704 |
|
---|
1705 | TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
|
---|
1706 |
|
---|
1707 | /* This is also done in the base class, but we have to verify this before loading any data from
|
---|
1708 | * gl into the sysmem copy. The PBO may be mapped, a different rectangle locked, the discard flag
|
---|
1709 | * may interfere, and all other bad things may happen
|
---|
1710 | */
|
---|
1711 | if (This->Flags & SFLAG_LOCKED) {
|
---|
1712 | WARN("Surface is already locked, returning D3DERR_INVALIDCALL\n");
|
---|
1713 | return WINED3DERR_INVALIDCALL;
|
---|
1714 | }
|
---|
1715 | This->Flags |= SFLAG_LOCKED;
|
---|
1716 |
|
---|
1717 | if (!(This->Flags & SFLAG_LOCKABLE))
|
---|
1718 | {
|
---|
1719 | TRACE("Warning: trying to lock unlockable surf@%p\n", This);
|
---|
1720 | }
|
---|
1721 |
|
---|
1722 | if (Flags & WINED3DLOCK_DISCARD) {
|
---|
1723 | /* Set SFLAG_INSYSMEM, so we'll never try to download the data from the texture. */
|
---|
1724 | TRACE("WINED3DLOCK_DISCARD flag passed, marking local copy as up to date\n");
|
---|
1725 | surface_prepare_system_memory(This); /* Makes sure memory is allocated */
|
---|
1726 | This->Flags |= SFLAG_INSYSMEM;
|
---|
1727 | goto lock_end;
|
---|
1728 | }
|
---|
1729 |
|
---|
1730 | if (This->Flags & SFLAG_INSYSMEM) {
|
---|
1731 | TRACE("Local copy is up to date, not downloading data\n");
|
---|
1732 | surface_prepare_system_memory(This); /* Makes sure memory is allocated */
|
---|
1733 | goto lock_end;
|
---|
1734 | }
|
---|
1735 |
|
---|
1736 | /* IWineD3DSurface_LoadLocation() does not check if the rectangle specifies
|
---|
1737 | * the full surface. Most callers don't need that, so do it here. */
|
---|
1738 | if (pRect && pRect->top == 0 && pRect->left == 0
|
---|
1739 | && pRect->right == This->currentDesc.Width
|
---|
1740 | && pRect->bottom == This->currentDesc.Height)
|
---|
1741 | {
|
---|
1742 | pass_rect = NULL;
|
---|
1743 | }
|
---|
1744 |
|
---|
1745 | if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
|
---|
1746 | && ((This->Flags & SFLAG_SWAPCHAIN) || iface == myDevice->render_targets[0])))
|
---|
1747 | {
|
---|
1748 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, pass_rect);
|
---|
1749 | }
|
---|
1750 |
|
---|
1751 | lock_end:
|
---|
1752 | if (This->Flags & SFLAG_PBO)
|
---|
1753 | {
|
---|
1754 | const struct wined3d_gl_info *gl_info;
|
---|
1755 | struct wined3d_context *context;
|
---|
1756 |
|
---|
1757 | context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
1758 | gl_info = context->gl_info;
|
---|
1759 |
|
---|
1760 | ENTER_GL();
|
---|
1761 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
1762 | checkGLcall("glBindBufferARB");
|
---|
1763 |
|
---|
1764 | /* This shouldn't happen but could occur if some other function didn't handle the PBO properly */
|
---|
1765 | if(This->resource.allocatedMemory) {
|
---|
1766 | ERR("The surface already has PBO memory allocated!\n");
|
---|
1767 | }
|
---|
1768 |
|
---|
1769 | This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
|
---|
1770 | checkGLcall("glMapBufferARB");
|
---|
1771 |
|
---|
1772 | /* Make sure the pbo isn't set anymore in order not to break non-pbo calls */
|
---|
1773 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
1774 | checkGLcall("glBindBufferARB");
|
---|
1775 |
|
---|
1776 | LEAVE_GL();
|
---|
1777 | context_release(context);
|
---|
1778 | }
|
---|
1779 |
|
---|
1780 | if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
|
---|
1781 | /* Don't dirtify */
|
---|
1782 | } else {
|
---|
1783 | IWineD3DBaseTexture *pBaseTexture;
|
---|
1784 | /**
|
---|
1785 | * Dirtify on lock
|
---|
1786 | * as seen in msdn docs
|
---|
1787 | */
|
---|
1788 | surface_add_dirty_rect(iface, pRect);
|
---|
1789 |
|
---|
1790 | /** Dirtify Container if needed */
|
---|
1791 | if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
|
---|
1792 | TRACE("Making container dirty\n");
|
---|
1793 | IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
|
---|
1794 | IWineD3DBaseTexture_Release(pBaseTexture);
|
---|
1795 | } else {
|
---|
1796 | TRACE("Surface is standalone, no need to dirty the container\n");
|
---|
1797 | }
|
---|
1798 | }
|
---|
1799 |
|
---|
1800 | return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
|
---|
1801 | }
|
---|
1802 |
|
---|
1803 | static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
|
---|
1804 | GLint prev_store;
|
---|
1805 | GLint prev_rasterpos[4];
|
---|
1806 | GLint skipBytes = 0;
|
---|
1807 | UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
|
---|
1808 | IWineD3DDeviceImpl *myDevice = This->resource.device;
|
---|
1809 | const struct wined3d_gl_info *gl_info;
|
---|
1810 | struct wined3d_context *context;
|
---|
1811 |
|
---|
1812 | /* Activate the correct context for the render target */
|
---|
1813 | context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
|
---|
1814 | gl_info = context->gl_info;
|
---|
1815 |
|
---|
1816 | ENTER_GL();
|
---|
1817 |
|
---|
1818 | if (!surface_is_offscreen((IWineD3DSurface *)This))
|
---|
1819 | {
|
---|
1820 | GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This);
|
---|
1821 | TRACE("Unlocking %#x buffer.\n", buffer);
|
---|
1822 | context_set_draw_buffer(context, buffer);
|
---|
1823 | }
|
---|
1824 | else
|
---|
1825 | {
|
---|
1826 | /* Primary offscreen render target */
|
---|
1827 | TRACE("Offscreen render target.\n");
|
---|
1828 | context_set_draw_buffer(context, myDevice->offscreenBuffer);
|
---|
1829 | }
|
---|
1830 |
|
---|
1831 | glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
|
---|
1832 | checkGLcall("glGetIntegerv");
|
---|
1833 | glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
|
---|
1834 | checkGLcall("glGetIntegerv");
|
---|
1835 | glPixelZoom(1.0f, -1.0f);
|
---|
1836 | checkGLcall("glPixelZoom");
|
---|
1837 |
|
---|
1838 | /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
|
---|
1839 | glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
|
---|
1840 | glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
|
---|
1841 |
|
---|
1842 | glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
|
---|
1843 | checkGLcall("glRasterPos3i");
|
---|
1844 |
|
---|
1845 | /* Some drivers(radeon dri, others?) don't like exceptions during
|
---|
1846 | * glDrawPixels. If the surface is a DIB section, it might be in GDIMode
|
---|
1847 | * after ReleaseDC. Reading it will cause an exception, which x11drv will
|
---|
1848 | * catch to put the dib section in InSync mode, which leads to a crash
|
---|
1849 | * and a blocked x server on my radeon card.
|
---|
1850 | *
|
---|
1851 | * The following lines read the dib section so it is put in InSync mode
|
---|
1852 | * before glDrawPixels is called and the crash is prevented. There won't
|
---|
1853 | * be any interfering gdi accesses, because UnlockRect is called from
|
---|
1854 | * ReleaseDC, and the app won't use the dc any more afterwards.
|
---|
1855 | */
|
---|
1856 | if((This->Flags & SFLAG_DIBSECTION) && !(This->Flags & SFLAG_PBO)) {
|
---|
1857 | volatile BYTE read;
|
---|
1858 | read = This->resource.allocatedMemory[0];
|
---|
1859 | }
|
---|
1860 |
|
---|
1861 | if(This->Flags & SFLAG_PBO) {
|
---|
1862 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
1863 | checkGLcall("glBindBufferARB");
|
---|
1864 | }
|
---|
1865 |
|
---|
1866 | /* When the surface is locked we only have to refresh the locked part else we need to update the whole image */
|
---|
1867 | if(This->Flags & SFLAG_LOCKED) {
|
---|
1868 | glDrawPixels(This->lockedRect.right - This->lockedRect.left,
|
---|
1869 | (This->lockedRect.bottom - This->lockedRect.top)-1,
|
---|
1870 | fmt, type,
|
---|
1871 | mem + bpp * This->lockedRect.left + pitch * This->lockedRect.top);
|
---|
1872 | checkGLcall("glDrawPixels");
|
---|
1873 | } else {
|
---|
1874 | glDrawPixels(This->currentDesc.Width,
|
---|
1875 | This->currentDesc.Height,
|
---|
1876 | fmt, type, mem);
|
---|
1877 | checkGLcall("glDrawPixels");
|
---|
1878 | }
|
---|
1879 |
|
---|
1880 | if(This->Flags & SFLAG_PBO) {
|
---|
1881 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
1882 | checkGLcall("glBindBufferARB");
|
---|
1883 | }
|
---|
1884 |
|
---|
1885 | glPixelZoom(1.0f, 1.0f);
|
---|
1886 | checkGLcall("glPixelZoom");
|
---|
1887 |
|
---|
1888 | glRasterPos3iv(&prev_rasterpos[0]);
|
---|
1889 | checkGLcall("glRasterPos3iv");
|
---|
1890 |
|
---|
1891 | /* Reset to previous pack row length */
|
---|
1892 | glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
|
---|
1893 | checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
|
---|
1894 |
|
---|
1895 | LEAVE_GL();
|
---|
1896 | context_release(context);
|
---|
1897 | }
|
---|
1898 |
|
---|
1899 | static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
|
---|
1900 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
1901 | IWineD3DDeviceImpl *myDevice = This->resource.device;
|
---|
1902 | BOOL fullsurface;
|
---|
1903 |
|
---|
1904 | if (!(This->Flags & SFLAG_LOCKED)) {
|
---|
1905 | WARN("trying to Unlock an unlocked surf@%p\n", This);
|
---|
1906 | return WINEDDERR_NOTLOCKED;
|
---|
1907 | }
|
---|
1908 |
|
---|
1909 | if (This->Flags & SFLAG_PBO)
|
---|
1910 | {
|
---|
1911 | const struct wined3d_gl_info *gl_info;
|
---|
1912 | struct wined3d_context *context;
|
---|
1913 |
|
---|
1914 | TRACE("Freeing PBO memory\n");
|
---|
1915 |
|
---|
1916 | context = context_acquire(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
1917 | gl_info = context->gl_info;
|
---|
1918 |
|
---|
1919 | ENTER_GL();
|
---|
1920 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
|
---|
1921 | GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
|
---|
1922 | GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
---|
1923 | checkGLcall("glUnmapBufferARB");
|
---|
1924 | LEAVE_GL();
|
---|
1925 | context_release(context);
|
---|
1926 |
|
---|
1927 | This->resource.allocatedMemory = NULL;
|
---|
1928 | }
|
---|
1929 |
|
---|
1930 | TRACE("(%p) : dirtyfied(%d)\n", This, This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE) ? 0 : 1);
|
---|
1931 |
|
---|
1932 | if (This->Flags & (SFLAG_INDRAWABLE | SFLAG_INTEXTURE)) {
|
---|
1933 | TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
|
---|
1934 | goto unlock_end;
|
---|
1935 | }
|
---|
1936 |
|
---|
1937 | if ((This->Flags & SFLAG_SWAPCHAIN) || (myDevice->render_targets && iface == myDevice->render_targets[0]))
|
---|
1938 | {
|
---|
1939 | if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
|
---|
1940 | static BOOL warned = FALSE;
|
---|
1941 | if(!warned) {
|
---|
1942 | ERR("The application tries to write to the render target, but render target locking is disabled\n");
|
---|
1943 | warned = TRUE;
|
---|
1944 | }
|
---|
1945 | goto unlock_end;
|
---|
1946 | }
|
---|
1947 |
|
---|
1948 | if(This->dirtyRect.left == 0 &&
|
---|
1949 | This->dirtyRect.top == 0 &&
|
---|
1950 | This->dirtyRect.right == This->currentDesc.Width &&
|
---|
1951 | This->dirtyRect.bottom == This->currentDesc.Height) {
|
---|
1952 | fullsurface = TRUE;
|
---|
1953 | } else {
|
---|
1954 | /* TODO: Proper partial rectangle tracking */
|
---|
1955 | fullsurface = FALSE;
|
---|
1956 | This->Flags |= SFLAG_INSYSMEM;
|
---|
1957 | }
|
---|
1958 |
|
---|
1959 | switch(wined3d_settings.rendertargetlock_mode) {
|
---|
1960 | case RTL_READTEX:
|
---|
1961 | IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
|
---|
1962 | /* drop through */
|
---|
1963 |
|
---|
1964 | case RTL_READDRAW:
|
---|
1965 | IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, fullsurface ? NULL : &This->dirtyRect);
|
---|
1966 | break;
|
---|
1967 | }
|
---|
1968 |
|
---|
1969 | if(!fullsurface) {
|
---|
1970 | /* Partial rectangle tracking is not commonly implemented, it is only done for render targets. Overwrite
|
---|
1971 | * the flags to bring them back into a sane state. INSYSMEM was set before to tell LoadLocation where
|
---|
1972 | * to read the rectangle from. Indrawable is set because all modifications from the partial sysmem copy
|
---|
1973 | * are written back to the drawable, thus the surface is merged again in the drawable. The sysmem copy is
|
---|
1974 | * not fully up to date because only a subrectangle was read in LockRect.
|
---|
1975 | */
|
---|
1976 | This->Flags &= ~SFLAG_INSYSMEM;
|
---|
1977 | This->Flags |= SFLAG_INDRAWABLE;
|
---|
1978 | }
|
---|
1979 |
|
---|
1980 | This->dirtyRect.left = This->currentDesc.Width;
|
---|
1981 | This->dirtyRect.top = This->currentDesc.Height;
|
---|
1982 | This->dirtyRect.right = 0;
|
---|
1983 | This->dirtyRect.bottom = 0;
|
---|
1984 | } else if(iface == myDevice->stencilBufferTarget) {
|
---|
1985 | FIXME("Depth Stencil buffer locking is not implemented\n");
|
---|
1986 | } else {
|
---|
1987 | /* The rest should be a normal texture */
|
---|
1988 | IWineD3DBaseTextureImpl *impl;
|
---|
1989 | /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
|
---|
1990 | * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
|
---|
1991 | * states need resetting
|
---|
1992 | */
|
---|
1993 | if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
|
---|
1994 | if(impl->baseTexture.bindCount) {
|
---|
1995 | IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_SAMPLER(impl->baseTexture.sampler));
|
---|
1996 | }
|
---|
1997 | IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
|
---|
1998 | }
|
---|
1999 | }
|
---|
2000 |
|
---|
2001 | unlock_end:
|
---|
2002 | This->Flags &= ~SFLAG_LOCKED;
|
---|
2003 | memset(&This->lockedRect, 0, sizeof(RECT));
|
---|
2004 |
|
---|
2005 | /* Overlays have to be redrawn manually after changes with the GL implementation */
|
---|
2006 | if(This->overlay_dest) {
|
---|
2007 | IWineD3DSurface_DrawOverlay(iface);
|
---|
2008 | }
|
---|
2009 | return WINED3D_OK;
|
---|
2010 | }
|
---|
2011 |
|
---|
2012 | static void surface_release_client_storage(IWineD3DSurface *iface)
|
---|
2013 | {
|
---|
2014 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
2015 | struct wined3d_context *context;
|
---|
2016 |
|
---|
2017 | context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
2018 |
|
---|
2019 | ENTER_GL();
|
---|
2020 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
---|
2021 | #ifdef VBOXWDDM
|
---|
2022 | if (!VBOXSHRC_IS_SHARED_OPENED(This))
|
---|
2023 | #endif
|
---|
2024 | {
|
---|
2025 | if(This->texture_name)
|
---|
2026 | {
|
---|
2027 | surface_bind_and_dirtify(This, FALSE);
|
---|
2028 | glTexImage2D(This->texture_target, This->texture_level,
|
---|
2029 | GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
---|
2030 | }
|
---|
2031 | if(This->texture_name_srgb)
|
---|
2032 | {
|
---|
2033 | surface_bind_and_dirtify(This, TRUE);
|
---|
2034 | glTexImage2D(This->texture_target, This->texture_level,
|
---|
2035 | GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
---|
2036 | }
|
---|
2037 | }
|
---|
2038 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
---|
2039 |
|
---|
2040 | LEAVE_GL();
|
---|
2041 | context_release(context);
|
---|
2042 |
|
---|
2043 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
|
---|
2044 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
|
---|
2045 | surface_force_reload(iface);
|
---|
2046 | }
|
---|
2047 |
|
---|
2048 | static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
|
---|
2049 | {
|
---|
2050 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2051 | WINED3DLOCKED_RECT lock;
|
---|
2052 | HRESULT hr;
|
---|
2053 | RGBQUAD col[256];
|
---|
2054 |
|
---|
2055 | TRACE("(%p)->(%p)\n",This,pHDC);
|
---|
2056 |
|
---|
2057 | if(This->Flags & SFLAG_USERPTR) {
|
---|
2058 | ERR("Not supported on surfaces with an application-provided surfaces\n");
|
---|
2059 | return WINEDDERR_NODC;
|
---|
2060 | }
|
---|
2061 |
|
---|
2062 | /* Give more detailed info for ddraw */
|
---|
2063 | if (This->Flags & SFLAG_DCINUSE)
|
---|
2064 | return WINEDDERR_DCALREADYCREATED;
|
---|
2065 |
|
---|
2066 | /* Can't GetDC if the surface is locked */
|
---|
2067 | if (This->Flags & SFLAG_LOCKED)
|
---|
2068 | return WINED3DERR_INVALIDCALL;
|
---|
2069 |
|
---|
2070 | memset(&lock, 0, sizeof(lock)); /* To be sure */
|
---|
2071 |
|
---|
2072 | /* Create a DIB section if there isn't a hdc yet */
|
---|
2073 | if(!This->hDC) {
|
---|
2074 | if(This->Flags & SFLAG_CLIENT) {
|
---|
2075 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
|
---|
2076 | surface_release_client_storage(iface);
|
---|
2077 | }
|
---|
2078 | hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
|
---|
2079 | if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
|
---|
2080 |
|
---|
2081 | /* Use the dib section from now on if we are not using a PBO */
|
---|
2082 | if(!(This->Flags & SFLAG_PBO))
|
---|
2083 | This->resource.allocatedMemory = This->dib.bitmap_data;
|
---|
2084 | }
|
---|
2085 |
|
---|
2086 | /* Lock the surface */
|
---|
2087 | hr = IWineD3DSurface_LockRect(iface,
|
---|
2088 | &lock,
|
---|
2089 | NULL,
|
---|
2090 | 0);
|
---|
2091 |
|
---|
2092 | if(This->Flags & SFLAG_PBO) {
|
---|
2093 | /* Sync the DIB with the PBO. This can't be done earlier because LockRect activates the allocatedMemory */
|
---|
2094 | memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
|
---|
2095 | }
|
---|
2096 |
|
---|
2097 | if(FAILED(hr)) {
|
---|
2098 | ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
|
---|
2099 | /* keep the dib section */
|
---|
2100 | return hr;
|
---|
2101 | }
|
---|
2102 |
|
---|
2103 | if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
|
---|
2104 | || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
|
---|
2105 | {
|
---|
2106 | /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
|
---|
2107 | D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
|
---|
2108 | unsigned int n;
|
---|
2109 | const PALETTEENTRY *pal = NULL;
|
---|
2110 |
|
---|
2111 | if(This->palette) {
|
---|
2112 | pal = This->palette->palents;
|
---|
2113 | } else {
|
---|
2114 | IWineD3DSurfaceImpl *dds_primary;
|
---|
2115 | IWineD3DSwapChainImpl *swapchain;
|
---|
2116 | swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
|
---|
2117 | dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
|
---|
2118 | if (dds_primary && dds_primary->palette)
|
---|
2119 | pal = dds_primary->palette->palents;
|
---|
2120 | }
|
---|
2121 |
|
---|
2122 | if (pal) {
|
---|
2123 | for (n=0; n<256; n++) {
|
---|
2124 | col[n].rgbRed = pal[n].peRed;
|
---|
2125 | col[n].rgbGreen = pal[n].peGreen;
|
---|
2126 | col[n].rgbBlue = pal[n].peBlue;
|
---|
2127 | col[n].rgbReserved = 0;
|
---|
2128 | }
|
---|
2129 | SetDIBColorTable(This->hDC, 0, 256, col);
|
---|
2130 | }
|
---|
2131 | }
|
---|
2132 |
|
---|
2133 | *pHDC = This->hDC;
|
---|
2134 | TRACE("returning %p\n",*pHDC);
|
---|
2135 | This->Flags |= SFLAG_DCINUSE;
|
---|
2136 |
|
---|
2137 | return WINED3D_OK;
|
---|
2138 | }
|
---|
2139 |
|
---|
2140 | static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
|
---|
2141 | {
|
---|
2142 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2143 |
|
---|
2144 | TRACE("(%p)->(%p)\n",This,hDC);
|
---|
2145 |
|
---|
2146 | if (!(This->Flags & SFLAG_DCINUSE))
|
---|
2147 | return WINEDDERR_NODC;
|
---|
2148 |
|
---|
2149 | if (This->hDC !=hDC) {
|
---|
2150 | WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
|
---|
2151 | return WINEDDERR_NODC;
|
---|
2152 | }
|
---|
2153 |
|
---|
2154 | if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
|
---|
2155 | /* Copy the contents of the DIB over to the PBO */
|
---|
2156 | memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
|
---|
2157 | }
|
---|
2158 |
|
---|
2159 | /* we locked first, so unlock now */
|
---|
2160 | IWineD3DSurface_UnlockRect(iface);
|
---|
2161 |
|
---|
2162 | This->Flags &= ~SFLAG_DCINUSE;
|
---|
2163 |
|
---|
2164 | return WINED3D_OK;
|
---|
2165 | }
|
---|
2166 |
|
---|
2167 | /* ******************************************************
|
---|
2168 | IWineD3DSurface Internal (No mapping to directx api) parts follow
|
---|
2169 | ****************************************************** */
|
---|
2170 |
|
---|
2171 | HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, struct wined3d_format_desc *desc, CONVERT_TYPES *convert)
|
---|
2172 | {
|
---|
2173 | BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
|
---|
2174 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
2175 | BOOL blit_supported = FALSE;
|
---|
2176 | RECT rect = {0, 0, This->pow2Width, This->pow2Height};
|
---|
2177 |
|
---|
2178 | /* Copy the default values from the surface. Below we might perform fixups */
|
---|
2179 | /* TODO: get rid of color keying desc fixups by using e.g. a table. */
|
---|
2180 | *desc = *This->resource.format_desc;
|
---|
2181 | *convert = NO_CONVERSION;
|
---|
2182 |
|
---|
2183 | /* Ok, now look if we have to do any conversion */
|
---|
2184 | switch(This->resource.format_desc->format)
|
---|
2185 | {
|
---|
2186 | case WINED3DFMT_P8_UINT:
|
---|
2187 | /* ****************
|
---|
2188 | Paletted Texture
|
---|
2189 | **************** */
|
---|
2190 |
|
---|
2191 | blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT,
|
---|
2192 | &rect, This->resource.usage, This->resource.pool,
|
---|
2193 | This->resource.format_desc, &rect, This->resource.usage,
|
---|
2194 | This->resource.pool, This->resource.format_desc);
|
---|
2195 |
|
---|
2196 | /* Use conversion when the blit_shader backend supports it. It only supports this in case of
|
---|
2197 | * texturing. Further also use conversion in case of color keying.
|
---|
2198 | * Paletted textures can be emulated using shaders but only do that for 2D purposes e.g. situations
|
---|
2199 | * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
|
---|
2200 | * conflicts with this.
|
---|
2201 | */
|
---|
2202 | if (!((blit_supported && device->render_targets && This == (IWineD3DSurfaceImpl*)device->render_targets[0]))
|
---|
2203 | || colorkey_active || !use_texturing)
|
---|
2204 | {
|
---|
2205 | desc->glFormat = GL_RGBA;
|
---|
2206 | desc->glInternal = GL_RGBA;
|
---|
2207 | desc->glType = GL_UNSIGNED_BYTE;
|
---|
2208 | desc->conv_byte_count = 4;
|
---|
2209 | if(colorkey_active) {
|
---|
2210 | *convert = CONVERT_PALETTED_CK;
|
---|
2211 | } else {
|
---|
2212 | *convert = CONVERT_PALETTED;
|
---|
2213 | }
|
---|
2214 | }
|
---|
2215 | break;
|
---|
2216 |
|
---|
2217 | case WINED3DFMT_B2G3R3_UNORM:
|
---|
2218 | /* **********************
|
---|
2219 | GL_UNSIGNED_BYTE_3_3_2
|
---|
2220 | ********************** */
|
---|
2221 | if (colorkey_active) {
|
---|
2222 | /* This texture format will never be used.. So do not care about color keying
|
---|
2223 | up until the point in time it will be needed :-) */
|
---|
2224 | FIXME(" ColorKeying not supported in the RGB 332 format !\n");
|
---|
2225 | }
|
---|
2226 | break;
|
---|
2227 |
|
---|
2228 | case WINED3DFMT_B5G6R5_UNORM:
|
---|
2229 | if (colorkey_active) {
|
---|
2230 | *convert = CONVERT_CK_565;
|
---|
2231 | desc->glFormat = GL_RGBA;
|
---|
2232 | desc->glInternal = GL_RGB5_A1;
|
---|
2233 | desc->glType = GL_UNSIGNED_SHORT_5_5_5_1;
|
---|
2234 | desc->conv_byte_count = 2;
|
---|
2235 | }
|
---|
2236 | break;
|
---|
2237 |
|
---|
2238 | case WINED3DFMT_B5G5R5X1_UNORM:
|
---|
2239 | if (colorkey_active) {
|
---|
2240 | *convert = CONVERT_CK_5551;
|
---|
2241 | desc->glFormat = GL_BGRA;
|
---|
2242 | desc->glInternal = GL_RGB5_A1;
|
---|
2243 | desc->glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
|
---|
2244 | desc->conv_byte_count = 2;
|
---|
2245 | }
|
---|
2246 | break;
|
---|
2247 |
|
---|
2248 | case WINED3DFMT_B8G8R8_UNORM:
|
---|
2249 | if (colorkey_active) {
|
---|
2250 | *convert = CONVERT_CK_RGB24;
|
---|
2251 | desc->glFormat = GL_RGBA;
|
---|
2252 | desc->glInternal = GL_RGBA8;
|
---|
2253 | desc->glType = GL_UNSIGNED_INT_8_8_8_8;
|
---|
2254 | desc->conv_byte_count = 4;
|
---|
2255 | }
|
---|
2256 | break;
|
---|
2257 |
|
---|
2258 | case WINED3DFMT_B8G8R8X8_UNORM:
|
---|
2259 | if (colorkey_active) {
|
---|
2260 | *convert = CONVERT_RGB32_888;
|
---|
2261 | desc->glFormat = GL_RGBA;
|
---|
2262 | desc->glInternal = GL_RGBA8;
|
---|
2263 | desc->glType = GL_UNSIGNED_INT_8_8_8_8;
|
---|
2264 | desc->conv_byte_count = 4;
|
---|
2265 | }
|
---|
2266 | break;
|
---|
2267 |
|
---|
2268 | default:
|
---|
2269 | break;
|
---|
2270 | }
|
---|
2271 |
|
---|
2272 | return WINED3D_OK;
|
---|
2273 | }
|
---|
2274 |
|
---|
2275 | void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
|
---|
2276 | {
|
---|
2277 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
2278 | IWineD3DPaletteImpl *pal = This->palette;
|
---|
2279 | BOOL index_in_alpha = FALSE;
|
---|
2280 | unsigned int i;
|
---|
2281 |
|
---|
2282 | /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
|
---|
2283 | * Reading back the RGB output each lockrect (each frame as they lock the whole screen)
|
---|
2284 | * is slow. Further RGB->P8 conversion is not possible because palettes can have
|
---|
2285 | * duplicate entries. Store the color key in the unused alpha component to speed the
|
---|
2286 | * download up and to make conversion unneeded. */
|
---|
2287 | index_in_alpha = primary_render_target_is_p8(device);
|
---|
2288 |
|
---|
2289 | if (!pal)
|
---|
2290 | {
|
---|
2291 | UINT dxVersion = ((IWineD3DImpl *)device->wined3d)->dxVersion;
|
---|
2292 |
|
---|
2293 | /* In DirectDraw the palette is a property of the surface, there are no such things as device palettes. */
|
---|
2294 | if (dxVersion <= 7)
|
---|
2295 | {
|
---|
2296 | ERR("This code should never get entered for DirectDraw!, expect problems\n");
|
---|
2297 | if (index_in_alpha)
|
---|
2298 | {
|
---|
2299 | /* Guarantees that memory representation remains correct after sysmem<->texture transfers even if
|
---|
2300 | * there's no palette at this time. */
|
---|
2301 | for (i = 0; i < 256; i++) table[i][3] = i;
|
---|
2302 | }
|
---|
2303 | }
|
---|
2304 | else
|
---|
2305 | {
|
---|
2306 | /* Direct3D >= 8 palette usage style: P8 textures use device palettes, palette entry format is A8R8G8B8,
|
---|
2307 | * alpha is stored in peFlags and may be used by the app if D3DPTEXTURECAPS_ALPHAPALETTE device
|
---|
2308 | * capability flag is present (wine does advertise this capability) */
|
---|
2309 | for (i = 0; i < 256; ++i)
|
---|
2310 | {
|
---|
2311 | table[i][0] = device->palettes[device->currentPalette][i].peRed;
|
---|
2312 | table[i][1] = device->palettes[device->currentPalette][i].peGreen;
|
---|
2313 | table[i][2] = device->palettes[device->currentPalette][i].peBlue;
|
---|
2314 | table[i][3] = device->palettes[device->currentPalette][i].peFlags;
|
---|
2315 | }
|
---|
2316 | }
|
---|
2317 | }
|
---|
2318 | else
|
---|
2319 | {
|
---|
2320 | TRACE("Using surface palette %p\n", pal);
|
---|
2321 | /* Get the surface's palette */
|
---|
2322 | for (i = 0; i < 256; ++i)
|
---|
2323 | {
|
---|
2324 | table[i][0] = pal->palents[i].peRed;
|
---|
2325 | table[i][1] = pal->palents[i].peGreen;
|
---|
2326 | table[i][2] = pal->palents[i].peBlue;
|
---|
2327 |
|
---|
2328 | /* When index_in_alpha is set the palette index is stored in the
|
---|
2329 | * alpha component. In case of a readback we can then read
|
---|
2330 | * GL_ALPHA. Color keying is handled in BltOverride using a
|
---|
2331 | * GL_ALPHA_TEST using GL_NOT_EQUAL. In case of index_in_alpha the
|
---|
2332 | * color key itself is passed to glAlphaFunc in other cases the
|
---|
2333 | * alpha component of pixels that should be masked away is set to 0. */
|
---|
2334 | if (index_in_alpha)
|
---|
2335 | {
|
---|
2336 | table[i][3] = i;
|
---|
2337 | }
|
---|
2338 | else if (colorkey && (i >= This->SrcBltCKey.dwColorSpaceLowValue)
|
---|
2339 | && (i <= This->SrcBltCKey.dwColorSpaceHighValue))
|
---|
2340 | {
|
---|
2341 | table[i][3] = 0x00;
|
---|
2342 | }
|
---|
2343 | else if(pal->Flags & WINEDDPCAPS_ALPHA)
|
---|
2344 | {
|
---|
2345 | table[i][3] = pal->palents[i].peFlags;
|
---|
2346 | }
|
---|
2347 | else
|
---|
2348 | {
|
---|
2349 | table[i][3] = 0xFF;
|
---|
2350 | }
|
---|
2351 | }
|
---|
2352 | }
|
---|
2353 | }
|
---|
2354 |
|
---|
2355 | static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
|
---|
2356 | UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
|
---|
2357 | {
|
---|
2358 | const BYTE *source;
|
---|
2359 | BYTE *dest;
|
---|
2360 | TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
|
---|
2361 |
|
---|
2362 | switch (convert) {
|
---|
2363 | case NO_CONVERSION:
|
---|
2364 | {
|
---|
2365 | memcpy(dst, src, pitch * height);
|
---|
2366 | break;
|
---|
2367 | }
|
---|
2368 | case CONVERT_PALETTED:
|
---|
2369 | case CONVERT_PALETTED_CK:
|
---|
2370 | {
|
---|
2371 | IWineD3DPaletteImpl* pal = This->palette;
|
---|
2372 | BYTE table[256][4];
|
---|
2373 | unsigned int x, y;
|
---|
2374 |
|
---|
2375 | if( pal == NULL) {
|
---|
2376 | /* TODO: If we are a sublevel, try to get the palette from level 0 */
|
---|
2377 | }
|
---|
2378 |
|
---|
2379 | d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
|
---|
2380 |
|
---|
2381 | for (y = 0; y < height; y++)
|
---|
2382 | {
|
---|
2383 | source = src + pitch * y;
|
---|
2384 | dest = dst + outpitch * y;
|
---|
2385 | /* This is an 1 bpp format, using the width here is fine */
|
---|
2386 | for (x = 0; x < width; x++) {
|
---|
2387 | BYTE color = *source++;
|
---|
2388 | *dest++ = table[color][0];
|
---|
2389 | *dest++ = table[color][1];
|
---|
2390 | *dest++ = table[color][2];
|
---|
2391 | *dest++ = table[color][3];
|
---|
2392 | }
|
---|
2393 | }
|
---|
2394 | }
|
---|
2395 | break;
|
---|
2396 |
|
---|
2397 | case CONVERT_CK_565:
|
---|
2398 | {
|
---|
2399 | /* Converting the 565 format in 5551 packed to emulate color-keying.
|
---|
2400 |
|
---|
2401 | Note : in all these conversion, it would be best to average the averaging
|
---|
2402 | pixels to get the color of the pixel that will be color-keyed to
|
---|
2403 | prevent 'color bleeding'. This will be done later on if ever it is
|
---|
2404 | too visible.
|
---|
2405 |
|
---|
2406 | Note2: Nvidia documents say that their driver does not support alpha + color keying
|
---|
2407 | on the same surface and disables color keying in such a case
|
---|
2408 | */
|
---|
2409 | unsigned int x, y;
|
---|
2410 | const WORD *Source;
|
---|
2411 | WORD *Dest;
|
---|
2412 |
|
---|
2413 | TRACE("Color keyed 565\n");
|
---|
2414 |
|
---|
2415 | for (y = 0; y < height; y++) {
|
---|
2416 | Source = (const WORD *)(src + y * pitch);
|
---|
2417 | Dest = (WORD *) (dst + y * outpitch);
|
---|
2418 | for (x = 0; x < width; x++ ) {
|
---|
2419 | WORD color = *Source++;
|
---|
2420 | *Dest = ((color & 0xFFC0) | ((color & 0x1F) << 1));
|
---|
2421 | if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
|
---|
2422 | (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
|
---|
2423 | *Dest |= 0x0001;
|
---|
2424 | }
|
---|
2425 | Dest++;
|
---|
2426 | }
|
---|
2427 | }
|
---|
2428 | }
|
---|
2429 | break;
|
---|
2430 |
|
---|
2431 | case CONVERT_CK_5551:
|
---|
2432 | {
|
---|
2433 | /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
|
---|
2434 | unsigned int x, y;
|
---|
2435 | const WORD *Source;
|
---|
2436 | WORD *Dest;
|
---|
2437 | TRACE("Color keyed 5551\n");
|
---|
2438 | for (y = 0; y < height; y++) {
|
---|
2439 | Source = (const WORD *)(src + y * pitch);
|
---|
2440 | Dest = (WORD *) (dst + y * outpitch);
|
---|
2441 | for (x = 0; x < width; x++ ) {
|
---|
2442 | WORD color = *Source++;
|
---|
2443 | *Dest = color;
|
---|
2444 | if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
|
---|
2445 | (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
|
---|
2446 | *Dest |= (1 << 15);
|
---|
2447 | }
|
---|
2448 | else {
|
---|
2449 | *Dest &= ~(1 << 15);
|
---|
2450 | }
|
---|
2451 | Dest++;
|
---|
2452 | }
|
---|
2453 | }
|
---|
2454 | }
|
---|
2455 | break;
|
---|
2456 |
|
---|
2457 | case CONVERT_CK_RGB24:
|
---|
2458 | {
|
---|
2459 | /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
|
---|
2460 | unsigned int x, y;
|
---|
2461 | for (y = 0; y < height; y++)
|
---|
2462 | {
|
---|
2463 | source = src + pitch * y;
|
---|
2464 | dest = dst + outpitch * y;
|
---|
2465 | for (x = 0; x < width; x++) {
|
---|
2466 | DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
|
---|
2467 | DWORD dstcolor = color << 8;
|
---|
2468 | if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
|
---|
2469 | (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
|
---|
2470 | dstcolor |= 0xff;
|
---|
2471 | }
|
---|
2472 | *(DWORD*)dest = dstcolor;
|
---|
2473 | source += 3;
|
---|
2474 | dest += 4;
|
---|
2475 | }
|
---|
2476 | }
|
---|
2477 | }
|
---|
2478 | break;
|
---|
2479 |
|
---|
2480 | case CONVERT_RGB32_888:
|
---|
2481 | {
|
---|
2482 | /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
|
---|
2483 | unsigned int x, y;
|
---|
2484 | for (y = 0; y < height; y++)
|
---|
2485 | {
|
---|
2486 | source = src + pitch * y;
|
---|
2487 | dest = dst + outpitch * y;
|
---|
2488 | for (x = 0; x < width; x++) {
|
---|
2489 | DWORD color = 0xffffff & *(const DWORD*)source;
|
---|
2490 | DWORD dstcolor = color << 8;
|
---|
2491 | if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
|
---|
2492 | (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
|
---|
2493 | dstcolor |= 0xff;
|
---|
2494 | }
|
---|
2495 | *(DWORD*)dest = dstcolor;
|
---|
2496 | source += 4;
|
---|
2497 | dest += 4;
|
---|
2498 | }
|
---|
2499 | }
|
---|
2500 | }
|
---|
2501 | break;
|
---|
2502 |
|
---|
2503 | default:
|
---|
2504 | ERR("Unsupported conversion type %#x.\n", convert);
|
---|
2505 | }
|
---|
2506 | return WINED3D_OK;
|
---|
2507 | }
|
---|
2508 |
|
---|
2509 | BOOL palette9_changed(IWineD3DSurfaceImpl *This)
|
---|
2510 | {
|
---|
2511 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
2512 |
|
---|
2513 | if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
|
---|
2514 | && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
|
---|
2515 | {
|
---|
2516 | /* If a ddraw-style palette is attached assume no d3d9 palette change.
|
---|
2517 | * Also the palette isn't interesting if the surface format isn't P8 or A8P8
|
---|
2518 | */
|
---|
2519 | return FALSE;
|
---|
2520 | }
|
---|
2521 |
|
---|
2522 | if (This->palette9)
|
---|
2523 | {
|
---|
2524 | if (!memcmp(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256))
|
---|
2525 | {
|
---|
2526 | return FALSE;
|
---|
2527 | }
|
---|
2528 | } else {
|
---|
2529 | This->palette9 = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
|
---|
2530 | }
|
---|
2531 | memcpy(This->palette9, device->palettes[device->currentPalette], sizeof(PALETTEENTRY) * 256);
|
---|
2532 | return TRUE;
|
---|
2533 | }
|
---|
2534 |
|
---|
2535 | static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
|
---|
2536 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2537 | DWORD flag = srgb_mode ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
|
---|
2538 |
|
---|
2539 | if (!(This->Flags & flag)) {
|
---|
2540 | TRACE("Reloading because surface is dirty\n");
|
---|
2541 | } else if(/* Reload: gl texture has ck, now no ckey is set OR */
|
---|
2542 | ((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
|
---|
2543 | /* Reload: vice versa OR */
|
---|
2544 | ((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
|
---|
2545 | /* Also reload: Color key is active AND the color key has changed */
|
---|
2546 | ((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
|
---|
2547 | (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
|
---|
2548 | (This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
|
---|
2549 | TRACE("Reloading because of color keying\n");
|
---|
2550 | /* To perform the color key conversion we need a sysmem copy of
|
---|
2551 | * the surface. Make sure we have it
|
---|
2552 | */
|
---|
2553 |
|
---|
2554 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
|
---|
2555 | /* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
|
---|
2556 | /* TODO: This is not necessarily needed with hw palettized texture support */
|
---|
2557 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
|
---|
2558 | } else {
|
---|
2559 | TRACE("surface is already in texture\n");
|
---|
2560 | return WINED3D_OK;
|
---|
2561 | }
|
---|
2562 |
|
---|
2563 | /* Resources are placed in system RAM and do not need to be recreated when a device is lost.
|
---|
2564 | * These resources are not bound by device size or format restrictions. Because of this,
|
---|
2565 | * these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
|
---|
2566 | * However, these resources can always be created, locked, and copied.
|
---|
2567 | */
|
---|
2568 | if (This->resource.pool == WINED3DPOOL_SCRATCH )
|
---|
2569 | {
|
---|
2570 | FIXME("(%p) Operation not supported for scratch textures\n",This);
|
---|
2571 | return WINED3DERR_INVALIDCALL;
|
---|
2572 | }
|
---|
2573 |
|
---|
2574 | IWineD3DSurface_LoadLocation(iface, flag, NULL /* no partial locking for textures yet */);
|
---|
2575 |
|
---|
2576 | #if 0
|
---|
2577 | {
|
---|
2578 | static unsigned int gen = 0;
|
---|
2579 | char buffer[4096];
|
---|
2580 | ++gen;
|
---|
2581 | if ((gen % 10) == 0) {
|
---|
2582 | snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
|
---|
2583 | This, This->texture_target, This->texture_level, gen);
|
---|
2584 | IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
|
---|
2585 | }
|
---|
2586 | /*
|
---|
2587 | * debugging crash code
|
---|
2588 | if (gen == 250) {
|
---|
2589 | void** test = NULL;
|
---|
2590 | *test = 0;
|
---|
2591 | }
|
---|
2592 | */
|
---|
2593 | }
|
---|
2594 | #endif
|
---|
2595 |
|
---|
2596 | if (!(This->Flags & SFLAG_DONOTFREE)) {
|
---|
2597 | HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
|
---|
2598 | This->resource.allocatedMemory = NULL;
|
---|
2599 | This->resource.heapMemory = NULL;
|
---|
2600 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
|
---|
2601 | }
|
---|
2602 |
|
---|
2603 | return WINED3D_OK;
|
---|
2604 | }
|
---|
2605 |
|
---|
2606 | /* Context activation is done by the caller. */
|
---|
2607 | static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
|
---|
2608 | /* TODO: check for locks */
|
---|
2609 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2610 | IWineD3DBaseTexture *baseTexture = NULL;
|
---|
2611 |
|
---|
2612 | TRACE("(%p)Checking to see if the container is a base texture\n", This);
|
---|
2613 | if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
|
---|
2614 | TRACE("Passing to container\n");
|
---|
2615 | IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
|
---|
2616 | IWineD3DBaseTexture_Release(baseTexture);
|
---|
2617 | }
|
---|
2618 | else
|
---|
2619 | {
|
---|
2620 | GLuint *name;
|
---|
2621 |
|
---|
2622 | TRACE("(%p) : Binding surface\n", This);
|
---|
2623 |
|
---|
2624 | name = srgb ? &This->texture_name_srgb : &This->texture_name;
|
---|
2625 |
|
---|
2626 | ENTER_GL();
|
---|
2627 |
|
---|
2628 | if (!This->texture_level)
|
---|
2629 | {
|
---|
2630 | if (!*name) {
|
---|
2631 | #ifdef VBOXWDDM
|
---|
2632 | if (VBOXSHRC_IS_SHARED_OPENED(This))
|
---|
2633 | {
|
---|
2634 | *name = VBOXSHRC_GET_SHAREHANDLE(This);
|
---|
2635 | }
|
---|
2636 | else
|
---|
2637 | #endif
|
---|
2638 | {
|
---|
2639 | glGenTextures(1, name);
|
---|
2640 | #ifdef VBOXWDDM
|
---|
2641 | if (VBOXSHRC_IS_SHARED(This))
|
---|
2642 | {
|
---|
2643 | VBOXSHRC_SET_SHAREHANDLE(This, *name);
|
---|
2644 | }
|
---|
2645 | #endif
|
---|
2646 | }
|
---|
2647 | checkGLcall("glGenTextures");
|
---|
2648 | TRACE("Surface %p given name %d\n", This, *name);
|
---|
2649 |
|
---|
2650 | glBindTexture(This->texture_target, *name);
|
---|
2651 | checkGLcall("glBindTexture");
|
---|
2652 | glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
2653 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
|
---|
2654 | glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
2655 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
|
---|
2656 | glTexParameteri(This->texture_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
---|
2657 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
|
---|
2658 | glTexParameteri(This->texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
2659 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
|
---|
2660 | glTexParameteri(This->texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
2661 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
|
---|
2662 | }
|
---|
2663 | /* This is where we should be reducing the amount of GLMemoryUsed */
|
---|
2664 | } else if (*name) {
|
---|
2665 | /* Mipmap surfaces should have a base texture container */
|
---|
2666 | ERR("Mipmap surface has a glTexture bound to it!\n");
|
---|
2667 | }
|
---|
2668 |
|
---|
2669 | glBindTexture(This->texture_target, *name);
|
---|
2670 | checkGLcall("glBindTexture");
|
---|
2671 |
|
---|
2672 | LEAVE_GL();
|
---|
2673 | }
|
---|
2674 | }
|
---|
2675 |
|
---|
2676 | #include <errno.h>
|
---|
2677 | #include <stdio.h>
|
---|
2678 | static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
|
---|
2679 | {
|
---|
2680 | FILE* f = NULL;
|
---|
2681 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2682 | char *allocatedMemory;
|
---|
2683 | const char *textureRow;
|
---|
2684 | IWineD3DSwapChain *swapChain = NULL;
|
---|
2685 | int width, height, i, y;
|
---|
2686 | GLuint tmpTexture = 0;
|
---|
2687 | DWORD color;
|
---|
2688 | /*FIXME:
|
---|
2689 | Textures may not be stored in ->allocatedgMemory and a GlTexture
|
---|
2690 | so we should lock the surface before saving a snapshot, or at least check that
|
---|
2691 | */
|
---|
2692 | /* TODO: Compressed texture images can be obtained from the GL in uncompressed form
|
---|
2693 | by calling GetTexImage and in compressed form by calling
|
---|
2694 | GetCompressedTexImageARB. Queried compressed images can be saved and
|
---|
2695 | later reused by calling CompressedTexImage[123]DARB. Pre-compressed
|
---|
2696 | texture images do not need to be processed by the GL and should
|
---|
2697 | significantly improve texture loading performance relative to uncompressed
|
---|
2698 | images. */
|
---|
2699 |
|
---|
2700 | /* Setup the width and height to be the internal texture width and height. */
|
---|
2701 | width = This->pow2Width;
|
---|
2702 | height = This->pow2Height;
|
---|
2703 | /* check to see if we're a 'virtual' texture, e.g. we're not a pbuffer of texture, we're a back buffer*/
|
---|
2704 | IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapChain);
|
---|
2705 |
|
---|
2706 | if (This->Flags & SFLAG_INDRAWABLE && !(This->Flags & SFLAG_INTEXTURE)) {
|
---|
2707 | /* if were not a real texture then read the back buffer into a real texture */
|
---|
2708 | /* we don't want to interfere with the back buffer so read the data into a temporary
|
---|
2709 | * texture and then save the data out of the temporary texture
|
---|
2710 | */
|
---|
2711 | GLint prevRead;
|
---|
2712 | ENTER_GL();
|
---|
2713 | TRACE("(%p) Reading render target into texture\n", This);
|
---|
2714 |
|
---|
2715 | glGenTextures(1, &tmpTexture);
|
---|
2716 | glBindTexture(GL_TEXTURE_2D, tmpTexture);
|
---|
2717 |
|
---|
2718 | glTexImage2D(GL_TEXTURE_2D,
|
---|
2719 | 0,
|
---|
2720 | GL_RGBA,
|
---|
2721 | width,
|
---|
2722 | height,
|
---|
2723 | 0/*border*/,
|
---|
2724 | GL_RGBA,
|
---|
2725 | GL_UNSIGNED_INT_8_8_8_8_REV,
|
---|
2726 | NULL);
|
---|
2727 |
|
---|
2728 | glGetIntegerv(GL_READ_BUFFER, &prevRead);
|
---|
2729 | checkGLcall("glGetIntegerv");
|
---|
2730 | glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
|
---|
2731 | checkGLcall("glReadBuffer");
|
---|
2732 | glCopyTexImage2D(GL_TEXTURE_2D,
|
---|
2733 | 0,
|
---|
2734 | GL_RGBA,
|
---|
2735 | 0,
|
---|
2736 | 0,
|
---|
2737 | width,
|
---|
2738 | height,
|
---|
2739 | 0);
|
---|
2740 |
|
---|
2741 | checkGLcall("glCopyTexImage2D");
|
---|
2742 | glReadBuffer(prevRead);
|
---|
2743 | LEAVE_GL();
|
---|
2744 |
|
---|
2745 | } else { /* bind the real texture, and make sure it up to date */
|
---|
2746 | surface_internal_preload(iface, SRGB_RGB);
|
---|
2747 | surface_bind_and_dirtify(This, FALSE);
|
---|
2748 | }
|
---|
2749 | allocatedMemory = HeapAlloc(GetProcessHeap(), 0, width * height * 4);
|
---|
2750 | ENTER_GL();
|
---|
2751 | FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
|
---|
2752 | glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
|
---|
2753 | checkGLcall("glGetTexImage");
|
---|
2754 | if (tmpTexture) {
|
---|
2755 | glBindTexture(GL_TEXTURE_2D, 0);
|
---|
2756 | glDeleteTextures(1, &tmpTexture);
|
---|
2757 | }
|
---|
2758 | LEAVE_GL();
|
---|
2759 |
|
---|
2760 | f = fopen(filename, "w+");
|
---|
2761 | if (NULL == f) {
|
---|
2762 | ERR("opening of %s failed with: %s\n", filename, strerror(errno));
|
---|
2763 | return WINED3DERR_INVALIDCALL;
|
---|
2764 | }
|
---|
2765 | /* Save the data out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel */
|
---|
2766 | TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
|
---|
2767 | /* TGA header */
|
---|
2768 | fputc(0,f);
|
---|
2769 | fputc(0,f);
|
---|
2770 | fputc(2,f);
|
---|
2771 | fputc(0,f);
|
---|
2772 | fputc(0,f);
|
---|
2773 | fputc(0,f);
|
---|
2774 | fputc(0,f);
|
---|
2775 | fputc(0,f);
|
---|
2776 | fputc(0,f);
|
---|
2777 | fputc(0,f);
|
---|
2778 | fputc(0,f);
|
---|
2779 | fputc(0,f);
|
---|
2780 | /* short width*/
|
---|
2781 | fwrite(&width,2,1,f);
|
---|
2782 | /* short height */
|
---|
2783 | fwrite(&height,2,1,f);
|
---|
2784 | /* format rgba */
|
---|
2785 | fputc(0x20,f);
|
---|
2786 | fputc(0x28,f);
|
---|
2787 | /* raw data */
|
---|
2788 | /* 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 */
|
---|
2789 | if(swapChain)
|
---|
2790 | textureRow = allocatedMemory + (width * (height - 1) *4);
|
---|
2791 | else
|
---|
2792 | textureRow = allocatedMemory;
|
---|
2793 | for (y = 0 ; y < height; y++) {
|
---|
2794 | for (i = 0; i < width; i++) {
|
---|
2795 | color = *((const DWORD*)textureRow);
|
---|
2796 | fputc((color >> 16) & 0xFF, f); /* B */
|
---|
2797 | fputc((color >> 8) & 0xFF, f); /* G */
|
---|
2798 | fputc((color >> 0) & 0xFF, f); /* R */
|
---|
2799 | fputc((color >> 24) & 0xFF, f); /* A */
|
---|
2800 | textureRow += 4;
|
---|
2801 | }
|
---|
2802 | /* take two rows of the pointer to the texture memory */
|
---|
2803 | if(swapChain)
|
---|
2804 | (textureRow-= width << 3);
|
---|
2805 |
|
---|
2806 | }
|
---|
2807 | TRACE("Closing file\n");
|
---|
2808 | fclose(f);
|
---|
2809 |
|
---|
2810 | if(swapChain) {
|
---|
2811 | IWineD3DSwapChain_Release(swapChain);
|
---|
2812 | }
|
---|
2813 | HeapFree(GetProcessHeap(), 0, allocatedMemory);
|
---|
2814 | return WINED3D_OK;
|
---|
2815 | }
|
---|
2816 |
|
---|
2817 | static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
|
---|
2818 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2819 | HRESULT hr;
|
---|
2820 |
|
---|
2821 | TRACE("(%p) : Calling base function first\n", This);
|
---|
2822 | hr = IWineD3DBaseSurfaceImpl_SetFormat(iface, format);
|
---|
2823 | if(SUCCEEDED(hr)) {
|
---|
2824 | This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
|
---|
2825 | TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
|
---|
2826 | This->resource.format_desc->glInternal, This->resource.format_desc->glType);
|
---|
2827 | }
|
---|
2828 | return hr;
|
---|
2829 | }
|
---|
2830 |
|
---|
2831 | static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
|
---|
2832 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
2833 |
|
---|
2834 | if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
|
---|
2835 | WARN("Surface is locked or the HDC is in use\n");
|
---|
2836 | return WINED3DERR_INVALIDCALL;
|
---|
2837 | }
|
---|
2838 |
|
---|
2839 | if(Mem && Mem != This->resource.allocatedMemory) {
|
---|
2840 | void *release = NULL;
|
---|
2841 |
|
---|
2842 | /* Do I have to copy the old surface content? */
|
---|
2843 | if(This->Flags & SFLAG_DIBSECTION) {
|
---|
2844 | /* Release the DC. No need to hold the critical section for the update
|
---|
2845 | * Thread because this thread runs only on front buffers, but this method
|
---|
2846 | * fails for render targets in the check above.
|
---|
2847 | */
|
---|
2848 | SelectObject(This->hDC, This->dib.holdbitmap);
|
---|
2849 | DeleteDC(This->hDC);
|
---|
2850 | /* Release the DIB section */
|
---|
2851 | DeleteObject(This->dib.DIBsection);
|
---|
2852 | This->dib.bitmap_data = NULL;
|
---|
2853 | This->resource.allocatedMemory = NULL;
|
---|
2854 | This->hDC = NULL;
|
---|
2855 | This->Flags &= ~SFLAG_DIBSECTION;
|
---|
2856 | } else if(!(This->Flags & SFLAG_USERPTR)) {
|
---|
2857 | release = This->resource.heapMemory;
|
---|
2858 | This->resource.heapMemory = NULL;
|
---|
2859 | }
|
---|
2860 | This->resource.allocatedMemory = Mem;
|
---|
2861 | This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
|
---|
2862 |
|
---|
2863 | /* Now the surface memory is most up do date. Invalidate drawable and texture */
|
---|
2864 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
|
---|
2865 |
|
---|
2866 | /* For client textures opengl has to be notified */
|
---|
2867 | if(This->Flags & SFLAG_CLIENT) {
|
---|
2868 | surface_release_client_storage(iface);
|
---|
2869 | }
|
---|
2870 |
|
---|
2871 | /* Now free the old memory if any */
|
---|
2872 | HeapFree(GetProcessHeap(), 0, release);
|
---|
2873 | } else if(This->Flags & SFLAG_USERPTR) {
|
---|
2874 | /* LockRect and GetDC will re-create the dib section and allocated memory */
|
---|
2875 | This->resource.allocatedMemory = NULL;
|
---|
2876 | /* HeapMemory should be NULL already */
|
---|
2877 | if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
|
---|
2878 | This->Flags &= ~SFLAG_USERPTR;
|
---|
2879 |
|
---|
2880 | if(This->Flags & SFLAG_CLIENT) {
|
---|
2881 | surface_release_client_storage(iface);
|
---|
2882 | }
|
---|
2883 | }
|
---|
2884 | return WINED3D_OK;
|
---|
2885 | }
|
---|
2886 |
|
---|
2887 | void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) {
|
---|
2888 |
|
---|
2889 | /* Flip the surface contents */
|
---|
2890 | /* Flip the DC */
|
---|
2891 | {
|
---|
2892 | HDC tmp;
|
---|
2893 | tmp = front->hDC;
|
---|
2894 | front->hDC = back->hDC;
|
---|
2895 | back->hDC = tmp;
|
---|
2896 | }
|
---|
2897 |
|
---|
2898 | /* Flip the DIBsection */
|
---|
2899 | {
|
---|
2900 | HBITMAP tmp;
|
---|
2901 | BOOL hasDib = front->Flags & SFLAG_DIBSECTION;
|
---|
2902 | tmp = front->dib.DIBsection;
|
---|
2903 | front->dib.DIBsection = back->dib.DIBsection;
|
---|
2904 | back->dib.DIBsection = tmp;
|
---|
2905 |
|
---|
2906 | if(back->Flags & SFLAG_DIBSECTION) front->Flags |= SFLAG_DIBSECTION;
|
---|
2907 | else front->Flags &= ~SFLAG_DIBSECTION;
|
---|
2908 | if(hasDib) back->Flags |= SFLAG_DIBSECTION;
|
---|
2909 | else back->Flags &= ~SFLAG_DIBSECTION;
|
---|
2910 | }
|
---|
2911 |
|
---|
2912 | /* Flip the surface data */
|
---|
2913 | {
|
---|
2914 | void* tmp;
|
---|
2915 |
|
---|
2916 | tmp = front->dib.bitmap_data;
|
---|
2917 | front->dib.bitmap_data = back->dib.bitmap_data;
|
---|
2918 | back->dib.bitmap_data = tmp;
|
---|
2919 |
|
---|
2920 | tmp = front->resource.allocatedMemory;
|
---|
2921 | front->resource.allocatedMemory = back->resource.allocatedMemory;
|
---|
2922 | back->resource.allocatedMemory = tmp;
|
---|
2923 |
|
---|
2924 | tmp = front->resource.heapMemory;
|
---|
2925 | front->resource.heapMemory = back->resource.heapMemory;
|
---|
2926 | back->resource.heapMemory = tmp;
|
---|
2927 | }
|
---|
2928 |
|
---|
2929 | /* Flip the PBO */
|
---|
2930 | {
|
---|
2931 | GLuint tmp_pbo = front->pbo;
|
---|
2932 | front->pbo = back->pbo;
|
---|
2933 | back->pbo = tmp_pbo;
|
---|
2934 | }
|
---|
2935 |
|
---|
2936 | /* client_memory should not be different, but just in case */
|
---|
2937 | {
|
---|
2938 | BOOL tmp;
|
---|
2939 | tmp = front->dib.client_memory;
|
---|
2940 | front->dib.client_memory = back->dib.client_memory;
|
---|
2941 | back->dib.client_memory = tmp;
|
---|
2942 | }
|
---|
2943 |
|
---|
2944 | /* Flip the opengl texture */
|
---|
2945 | {
|
---|
2946 | GLuint tmp;
|
---|
2947 |
|
---|
2948 | tmp = back->texture_name;
|
---|
2949 | back->texture_name = front->texture_name;
|
---|
2950 | front->texture_name = tmp;
|
---|
2951 |
|
---|
2952 | tmp = back->texture_name_srgb;
|
---|
2953 | back->texture_name_srgb = front->texture_name_srgb;
|
---|
2954 | front->texture_name_srgb = tmp;
|
---|
2955 | }
|
---|
2956 |
|
---|
2957 | {
|
---|
2958 | DWORD tmp_flags = back->Flags;
|
---|
2959 | back->Flags = front->Flags;
|
---|
2960 | front->Flags = tmp_flags;
|
---|
2961 | }
|
---|
2962 | }
|
---|
2963 |
|
---|
2964 | static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
|
---|
2965 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
2966 | IWineD3DSwapChainImpl *swapchain = NULL;
|
---|
2967 | HRESULT hr;
|
---|
2968 | TRACE("(%p)->(%p,%x)\n", This, override, Flags);
|
---|
2969 |
|
---|
2970 | /* Flipping is only supported on RenderTargets and overlays*/
|
---|
2971 | if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
|
---|
2972 | WARN("Tried to flip a non-render target, non-overlay surface\n");
|
---|
2973 | return WINEDDERR_NOTFLIPPABLE;
|
---|
2974 | }
|
---|
2975 |
|
---|
2976 | if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
|
---|
2977 | flip_surface(This, (IWineD3DSurfaceImpl *) override);
|
---|
2978 |
|
---|
2979 | /* Update the overlay if it is visible */
|
---|
2980 | if(This->overlay_dest) {
|
---|
2981 | return IWineD3DSurface_DrawOverlay((IWineD3DSurface *) This);
|
---|
2982 | } else {
|
---|
2983 | return WINED3D_OK;
|
---|
2984 | }
|
---|
2985 | }
|
---|
2986 |
|
---|
2987 | if(override) {
|
---|
2988 | /* DDraw sets this for the X11 surfaces, so don't confuse the user
|
---|
2989 | * FIXME("(%p) Target override is not supported by now\n", This);
|
---|
2990 | * Additionally, it isn't really possible to support triple-buffering
|
---|
2991 | * properly on opengl at all
|
---|
2992 | */
|
---|
2993 | }
|
---|
2994 |
|
---|
2995 | IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
|
---|
2996 | if(!swapchain) {
|
---|
2997 | ERR("Flipped surface is not on a swapchain\n");
|
---|
2998 | return WINEDDERR_NOTFLIPPABLE;
|
---|
2999 | }
|
---|
3000 |
|
---|
3001 | /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
|
---|
3002 | * and only d3d8 and d3d9 apps specify the presentation interval
|
---|
3003 | */
|
---|
3004 | if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
|
---|
3005 | /* Most common case first to avoid wasting time on all the other cases */
|
---|
3006 | swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
|
---|
3007 | } else if(Flags & WINEDDFLIP_NOVSYNC) {
|
---|
3008 | swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
|
---|
3009 | } else if(Flags & WINEDDFLIP_INTERVAL2) {
|
---|
3010 | swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_TWO;
|
---|
3011 | } else if(Flags & WINEDDFLIP_INTERVAL3) {
|
---|
3012 | swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_THREE;
|
---|
3013 | } else {
|
---|
3014 | swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_FOUR;
|
---|
3015 | }
|
---|
3016 |
|
---|
3017 | /* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
|
---|
3018 | hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
|
---|
3019 | NULL, NULL, swapchain->win_handle, NULL, 0);
|
---|
3020 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
3021 | return hr;
|
---|
3022 | }
|
---|
3023 |
|
---|
3024 | /* Does a direct frame buffer -> texture copy. Stretching is done
|
---|
3025 | * with single pixel copy calls
|
---|
3026 | */
|
---|
3027 | static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
|
---|
3028 | const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
|
---|
3029 | {
|
---|
3030 | IWineD3DDeviceImpl *myDevice = This->resource.device;
|
---|
3031 | float xrel, yrel;
|
---|
3032 | UINT row;
|
---|
3033 | IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
|
---|
3034 | struct wined3d_context *context;
|
---|
3035 | BOOL upsidedown = FALSE;
|
---|
3036 | RECT dst_rect = *dst_rect_in;
|
---|
3037 |
|
---|
3038 | /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
|
---|
3039 | * glCopyTexSubImage is a bit picky about the parameters we pass to it
|
---|
3040 | */
|
---|
3041 | if(dst_rect.top > dst_rect.bottom) {
|
---|
3042 | UINT tmp = dst_rect.bottom;
|
---|
3043 | dst_rect.bottom = dst_rect.top;
|
---|
3044 | dst_rect.top = tmp;
|
---|
3045 | upsidedown = TRUE;
|
---|
3046 | }
|
---|
3047 |
|
---|
3048 | context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
|
---|
3049 | surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
|
---|
3050 | ENTER_GL();
|
---|
3051 |
|
---|
3052 | /* Bind the target texture */
|
---|
3053 | glBindTexture(This->texture_target, This->texture_name);
|
---|
3054 | checkGLcall("glBindTexture");
|
---|
3055 | if(surface_is_offscreen(SrcSurface)) {
|
---|
3056 | TRACE("Reading from an offscreen target\n");
|
---|
3057 | upsidedown = !upsidedown;
|
---|
3058 | glReadBuffer(myDevice->offscreenBuffer);
|
---|
3059 | }
|
---|
3060 | else
|
---|
3061 | {
|
---|
3062 | glReadBuffer(surface_get_gl_buffer(SrcSurface));
|
---|
3063 | }
|
---|
3064 | checkGLcall("glReadBuffer");
|
---|
3065 |
|
---|
3066 | xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect.right - dst_rect.left);
|
---|
3067 | yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
|
---|
3068 |
|
---|
3069 | if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
|
---|
3070 | {
|
---|
3071 | FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
|
---|
3072 |
|
---|
3073 | if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
|
---|
3074 | ERR("Texture filtering not supported in direct blit\n");
|
---|
3075 | }
|
---|
3076 | }
|
---|
3077 | else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
|
---|
3078 | && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
|
---|
3079 | {
|
---|
3080 | ERR("Texture filtering not supported in direct blit\n");
|
---|
3081 | }
|
---|
3082 |
|
---|
3083 | if (upsidedown
|
---|
3084 | && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
|
---|
3085 | && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
|
---|
3086 | {
|
---|
3087 | /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
|
---|
3088 |
|
---|
3089 | glCopyTexSubImage2D(This->texture_target, This->texture_level,
|
---|
3090 | dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
|
---|
3091 | src_rect->left, Src->currentDesc.Height - src_rect->bottom,
|
---|
3092 | dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
|
---|
3093 | } else {
|
---|
3094 | UINT yoffset = Src->currentDesc.Height - src_rect->top + dst_rect.top - 1;
|
---|
3095 | /* I have to process this row by row to swap the image,
|
---|
3096 | * otherwise it would be upside down, so stretching in y direction
|
---|
3097 | * doesn't cost extra time
|
---|
3098 | *
|
---|
3099 | * However, stretching in x direction can be avoided if not necessary
|
---|
3100 | */
|
---|
3101 | for(row = dst_rect.top; row < dst_rect.bottom; row++) {
|
---|
3102 | if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
|
---|
3103 | {
|
---|
3104 | /* Well, that stuff works, but it's very slow.
|
---|
3105 | * find a better way instead
|
---|
3106 | */
|
---|
3107 | UINT col;
|
---|
3108 |
|
---|
3109 | for(col = dst_rect.left; col < dst_rect.right; col++) {
|
---|
3110 | glCopyTexSubImage2D(This->texture_target, This->texture_level,
|
---|
3111 | dst_rect.left + col /* x offset */, row /* y offset */,
|
---|
3112 | src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
|
---|
3113 | }
|
---|
3114 | } else {
|
---|
3115 | glCopyTexSubImage2D(This->texture_target, This->texture_level,
|
---|
3116 | dst_rect.left /* x offset */, row /* y offset */,
|
---|
3117 | src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
|
---|
3118 | }
|
---|
3119 | }
|
---|
3120 | }
|
---|
3121 | checkGLcall("glCopyTexSubImage2D");
|
---|
3122 |
|
---|
3123 | LEAVE_GL();
|
---|
3124 | context_release(context);
|
---|
3125 |
|
---|
3126 | /* The texture is now most up to date - If the surface is a render target and has a drawable, this
|
---|
3127 | * path is never entered
|
---|
3128 | */
|
---|
3129 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
|
---|
3130 | }
|
---|
3131 |
|
---|
3132 | /* Uses the hardware to stretch and flip the image */
|
---|
3133 | static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
|
---|
3134 | const RECT *src_rect, const RECT *dst_rect_in, WINED3DTEXTUREFILTERTYPE Filter)
|
---|
3135 | {
|
---|
3136 | IWineD3DDeviceImpl *myDevice = This->resource.device;
|
---|
3137 | GLuint src, backup = 0;
|
---|
3138 | IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
|
---|
3139 | IWineD3DSwapChainImpl *src_swapchain = NULL;
|
---|
3140 | float left, right, top, bottom; /* Texture coordinates */
|
---|
3141 | UINT fbwidth = Src->currentDesc.Width;
|
---|
3142 | UINT fbheight = Src->currentDesc.Height;
|
---|
3143 | struct wined3d_context *context;
|
---|
3144 | GLenum drawBuffer = GL_BACK;
|
---|
3145 | GLenum texture_target;
|
---|
3146 | BOOL noBackBufferBackup;
|
---|
3147 | BOOL src_offscreen;
|
---|
3148 | BOOL upsidedown = FALSE;
|
---|
3149 | RECT dst_rect = *dst_rect_in;
|
---|
3150 |
|
---|
3151 | TRACE("Using hwstretch blit\n");
|
---|
3152 | /* Activate the Proper context for reading from the source surface, set it up for blitting */
|
---|
3153 | context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
|
---|
3154 | surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
|
---|
3155 |
|
---|
3156 | src_offscreen = surface_is_offscreen(SrcSurface);
|
---|
3157 | noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
|
---|
3158 | if (!noBackBufferBackup && !Src->texture_name)
|
---|
3159 | {
|
---|
3160 | /* Get it a description */
|
---|
3161 | surface_internal_preload(SrcSurface, SRGB_RGB);
|
---|
3162 | }
|
---|
3163 | ENTER_GL();
|
---|
3164 |
|
---|
3165 | /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
|
---|
3166 | * This way we don't have to wait for the 2nd readback to finish to leave this function.
|
---|
3167 | */
|
---|
3168 | if (context->aux_buffers >= 2)
|
---|
3169 | {
|
---|
3170 | /* Got more than one aux buffer? Use the 2nd aux buffer */
|
---|
3171 | drawBuffer = GL_AUX1;
|
---|
3172 | }
|
---|
3173 | else if ((!src_offscreen || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
|
---|
3174 | {
|
---|
3175 | /* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
|
---|
3176 | drawBuffer = GL_AUX0;
|
---|
3177 | }
|
---|
3178 |
|
---|
3179 | if(noBackBufferBackup) {
|
---|
3180 | glGenTextures(1, &backup);
|
---|
3181 | checkGLcall("glGenTextures");
|
---|
3182 | glBindTexture(GL_TEXTURE_2D, backup);
|
---|
3183 | checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
|
---|
3184 | texture_target = GL_TEXTURE_2D;
|
---|
3185 | } else {
|
---|
3186 | /* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
|
---|
3187 | * we are reading from the back buffer, the backup can be used as source texture
|
---|
3188 | */
|
---|
3189 | texture_target = Src->texture_target;
|
---|
3190 | glBindTexture(texture_target, Src->texture_name);
|
---|
3191 | checkGLcall("glBindTexture(texture_target, Src->texture_name)");
|
---|
3192 | glEnable(texture_target);
|
---|
3193 | checkGLcall("glEnable(texture_target)");
|
---|
3194 |
|
---|
3195 | /* For now invalidate the texture copy of the back buffer. Drawable and sysmem copy are untouched */
|
---|
3196 | Src->Flags &= ~SFLAG_INTEXTURE;
|
---|
3197 | }
|
---|
3198 |
|
---|
3199 | /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
|
---|
3200 | * glCopyTexSubImage is a bit picky about the parameters we pass to it
|
---|
3201 | */
|
---|
3202 | if(dst_rect.top > dst_rect.bottom) {
|
---|
3203 | UINT tmp = dst_rect.bottom;
|
---|
3204 | dst_rect.bottom = dst_rect.top;
|
---|
3205 | dst_rect.top = tmp;
|
---|
3206 | upsidedown = TRUE;
|
---|
3207 | }
|
---|
3208 |
|
---|
3209 | if (src_offscreen)
|
---|
3210 | {
|
---|
3211 | TRACE("Reading from an offscreen target\n");
|
---|
3212 | upsidedown = !upsidedown;
|
---|
3213 | glReadBuffer(myDevice->offscreenBuffer);
|
---|
3214 | }
|
---|
3215 | else
|
---|
3216 | {
|
---|
3217 | glReadBuffer(surface_get_gl_buffer(SrcSurface));
|
---|
3218 | }
|
---|
3219 |
|
---|
3220 | /* TODO: Only back up the part that will be overwritten */
|
---|
3221 | glCopyTexSubImage2D(texture_target, 0,
|
---|
3222 | 0, 0 /* read offsets */,
|
---|
3223 | 0, 0,
|
---|
3224 | fbwidth,
|
---|
3225 | fbheight);
|
---|
3226 |
|
---|
3227 | checkGLcall("glCopyTexSubImage2D");
|
---|
3228 |
|
---|
3229 | /* No issue with overriding these - the sampler is dirty due to blit usage */
|
---|
3230 | glTexParameteri(texture_target, GL_TEXTURE_MAG_FILTER,
|
---|
3231 | wined3d_gl_mag_filter(magLookup, Filter));
|
---|
3232 | checkGLcall("glTexParameteri");
|
---|
3233 | glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
|
---|
3234 | wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
|
---|
3235 | checkGLcall("glTexParameteri");
|
---|
3236 |
|
---|
3237 | IWineD3DSurface_GetContainer((IWineD3DSurface *)SrcSurface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
|
---|
3238 | if (src_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)src_swapchain);
|
---|
3239 | if (!src_swapchain || (IWineD3DSurface *) Src == src_swapchain->backBuffer[0]) {
|
---|
3240 | src = backup ? backup : Src->texture_name;
|
---|
3241 | } else {
|
---|
3242 | glReadBuffer(GL_FRONT);
|
---|
3243 | checkGLcall("glReadBuffer(GL_FRONT)");
|
---|
3244 |
|
---|
3245 | glGenTextures(1, &src);
|
---|
3246 | checkGLcall("glGenTextures(1, &src)");
|
---|
3247 | glBindTexture(GL_TEXTURE_2D, src);
|
---|
3248 | checkGLcall("glBindTexture(GL_TEXTURE_2D, src)");
|
---|
3249 |
|
---|
3250 | /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
|
---|
3251 | * out for power of 2 sizes
|
---|
3252 | */
|
---|
3253 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
|
---|
3254 | GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
---|
3255 | checkGLcall("glTexImage2D");
|
---|
3256 | glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
|
---|
3257 | 0, 0 /* read offsets */,
|
---|
3258 | 0, 0,
|
---|
3259 | fbwidth,
|
---|
3260 | fbheight);
|
---|
3261 |
|
---|
3262 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
3263 | checkGLcall("glTexParameteri");
|
---|
3264 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
3265 | checkGLcall("glTexParameteri");
|
---|
3266 |
|
---|
3267 | glReadBuffer(GL_BACK);
|
---|
3268 | checkGLcall("glReadBuffer(GL_BACK)");
|
---|
3269 |
|
---|
3270 | if(texture_target != GL_TEXTURE_2D) {
|
---|
3271 | glDisable(texture_target);
|
---|
3272 | glEnable(GL_TEXTURE_2D);
|
---|
3273 | texture_target = GL_TEXTURE_2D;
|
---|
3274 | }
|
---|
3275 | }
|
---|
3276 | checkGLcall("glEnd and previous");
|
---|
3277 |
|
---|
3278 | left = src_rect->left;
|
---|
3279 | right = src_rect->right;
|
---|
3280 |
|
---|
3281 | if(upsidedown) {
|
---|
3282 | top = Src->currentDesc.Height - src_rect->top;
|
---|
3283 | bottom = Src->currentDesc.Height - src_rect->bottom;
|
---|
3284 | } else {
|
---|
3285 | top = Src->currentDesc.Height - src_rect->bottom;
|
---|
3286 | bottom = Src->currentDesc.Height - src_rect->top;
|
---|
3287 | }
|
---|
3288 |
|
---|
3289 | if(Src->Flags & SFLAG_NORMCOORD) {
|
---|
3290 | left /= Src->pow2Width;
|
---|
3291 | right /= Src->pow2Width;
|
---|
3292 | top /= Src->pow2Height;
|
---|
3293 | bottom /= Src->pow2Height;
|
---|
3294 | }
|
---|
3295 |
|
---|
3296 | /* draw the source texture stretched and upside down. The correct surface is bound already */
|
---|
3297 | glTexParameteri(texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
3298 | glTexParameteri(texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
3299 |
|
---|
3300 | context_set_draw_buffer(context, drawBuffer);
|
---|
3301 | glReadBuffer(drawBuffer);
|
---|
3302 |
|
---|
3303 | glBegin(GL_QUADS);
|
---|
3304 | /* bottom left */
|
---|
3305 | glTexCoord2f(left, bottom);
|
---|
3306 | glVertex2i(0, fbheight);
|
---|
3307 |
|
---|
3308 | /* top left */
|
---|
3309 | glTexCoord2f(left, top);
|
---|
3310 | glVertex2i(0, fbheight - dst_rect.bottom - dst_rect.top);
|
---|
3311 |
|
---|
3312 | /* top right */
|
---|
3313 | glTexCoord2f(right, top);
|
---|
3314 | glVertex2i(dst_rect.right - dst_rect.left, fbheight - dst_rect.bottom - dst_rect.top);
|
---|
3315 |
|
---|
3316 | /* bottom right */
|
---|
3317 | glTexCoord2f(right, bottom);
|
---|
3318 | glVertex2i(dst_rect.right - dst_rect.left, fbheight);
|
---|
3319 | glEnd();
|
---|
3320 | checkGLcall("glEnd and previous");
|
---|
3321 |
|
---|
3322 | if (texture_target != This->texture_target)
|
---|
3323 | {
|
---|
3324 | glDisable(texture_target);
|
---|
3325 | glEnable(This->texture_target);
|
---|
3326 | texture_target = This->texture_target;
|
---|
3327 | }
|
---|
3328 |
|
---|
3329 | /* Now read the stretched and upside down image into the destination texture */
|
---|
3330 | glBindTexture(texture_target, This->texture_name);
|
---|
3331 | checkGLcall("glBindTexture");
|
---|
3332 | glCopyTexSubImage2D(texture_target,
|
---|
3333 | 0,
|
---|
3334 | dst_rect.left, dst_rect.top, /* xoffset, yoffset */
|
---|
3335 | 0, 0, /* We blitted the image to the origin */
|
---|
3336 | dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
|
---|
3337 | checkGLcall("glCopyTexSubImage2D");
|
---|
3338 |
|
---|
3339 | if(drawBuffer == GL_BACK) {
|
---|
3340 | /* Write the back buffer backup back */
|
---|
3341 | if(backup) {
|
---|
3342 | if(texture_target != GL_TEXTURE_2D) {
|
---|
3343 | glDisable(texture_target);
|
---|
3344 | glEnable(GL_TEXTURE_2D);
|
---|
3345 | texture_target = GL_TEXTURE_2D;
|
---|
3346 | }
|
---|
3347 | glBindTexture(GL_TEXTURE_2D, backup);
|
---|
3348 | checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
|
---|
3349 | } else {
|
---|
3350 | if (texture_target != Src->texture_target)
|
---|
3351 | {
|
---|
3352 | glDisable(texture_target);
|
---|
3353 | glEnable(Src->texture_target);
|
---|
3354 | texture_target = Src->texture_target;
|
---|
3355 | }
|
---|
3356 | glBindTexture(Src->texture_target, Src->texture_name);
|
---|
3357 | checkGLcall("glBindTexture(Src->texture_target, Src->texture_name)");
|
---|
3358 | }
|
---|
3359 |
|
---|
3360 | glBegin(GL_QUADS);
|
---|
3361 | /* top left */
|
---|
3362 | glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
|
---|
3363 | glVertex2i(0, 0);
|
---|
3364 |
|
---|
3365 | /* bottom left */
|
---|
3366 | glTexCoord2f(0.0f, 0.0f);
|
---|
3367 | glVertex2i(0, fbheight);
|
---|
3368 |
|
---|
3369 | /* bottom right */
|
---|
3370 | glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
|
---|
3371 | glVertex2i(fbwidth, Src->currentDesc.Height);
|
---|
3372 |
|
---|
3373 | /* top right */
|
---|
3374 | glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
|
---|
3375 | glVertex2i(fbwidth, 0);
|
---|
3376 | glEnd();
|
---|
3377 | }
|
---|
3378 | glDisable(texture_target);
|
---|
3379 | checkGLcall("glDisable(texture_target)");
|
---|
3380 |
|
---|
3381 | /* Cleanup */
|
---|
3382 | if (src != Src->texture_name && src != backup)
|
---|
3383 | {
|
---|
3384 | glDeleteTextures(1, &src);
|
---|
3385 | checkGLcall("glDeleteTextures(1, &src)");
|
---|
3386 | }
|
---|
3387 | if(backup) {
|
---|
3388 | glDeleteTextures(1, &backup);
|
---|
3389 | checkGLcall("glDeleteTextures(1, &backup)");
|
---|
3390 | }
|
---|
3391 |
|
---|
3392 | LEAVE_GL();
|
---|
3393 |
|
---|
3394 | if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
|
---|
3395 |
|
---|
3396 | context_release(context);
|
---|
3397 |
|
---|
3398 | /* The texture is now most up to date - If the surface is a render target and has a drawable, this
|
---|
3399 | * path is never entered
|
---|
3400 | */
|
---|
3401 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INTEXTURE, TRUE);
|
---|
3402 | }
|
---|
3403 |
|
---|
3404 | /* Until the blit_shader is ready, define some prototypes here. */
|
---|
3405 | static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
|
---|
3406 | const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
|
---|
3407 | const struct wined3d_format_desc *src_format_desc,
|
---|
3408 | const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
|
---|
3409 | const struct wined3d_format_desc *dst_format_desc);
|
---|
3410 |
|
---|
3411 | /* Not called from the VTable */
|
---|
3412 | static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
|
---|
3413 | IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
|
---|
3414 | WINED3DTEXTUREFILTERTYPE Filter)
|
---|
3415 | {
|
---|
3416 | IWineD3DDeviceImpl *myDevice = This->resource.device;
|
---|
3417 | IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
|
---|
3418 | IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
|
---|
3419 | RECT dst_rect, src_rect;
|
---|
3420 |
|
---|
3421 | TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
|
---|
3422 |
|
---|
3423 | /* Get the swapchain. One of the surfaces has to be a primary surface */
|
---|
3424 | if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
|
---|
3425 | WARN("Destination is in sysmem, rejecting gl blt\n");
|
---|
3426 | return WINED3DERR_INVALIDCALL;
|
---|
3427 | }
|
---|
3428 | IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
|
---|
3429 | if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
|
---|
3430 | if(Src) {
|
---|
3431 | if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
|
---|
3432 | WARN("Src is in sysmem, rejecting gl blt\n");
|
---|
3433 | return WINED3DERR_INVALIDCALL;
|
---|
3434 | }
|
---|
3435 | IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
|
---|
3436 | if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
|
---|
3437 | }
|
---|
3438 |
|
---|
3439 | /* Early sort out of cases where no render target is used */
|
---|
3440 | if(!dstSwapchain && !srcSwapchain &&
|
---|
3441 | SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
|
---|
3442 | TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
|
---|
3443 | return WINED3DERR_INVALIDCALL;
|
---|
3444 | }
|
---|
3445 |
|
---|
3446 | /* No destination color keying supported */
|
---|
3447 | if(Flags & (WINEDDBLT_KEYDEST | WINEDDBLT_KEYDESTOVERRIDE)) {
|
---|
3448 | /* Can we support that with glBlendFunc if blitting to the frame buffer? */
|
---|
3449 | TRACE("Destination color key not supported in accelerated Blit, falling back to software\n");
|
---|
3450 | return WINED3DERR_INVALIDCALL;
|
---|
3451 | }
|
---|
3452 |
|
---|
3453 | surface_get_rect(This, DestRect, &dst_rect);
|
---|
3454 | if(Src) surface_get_rect(Src, SrcRect, &src_rect);
|
---|
3455 |
|
---|
3456 | /* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
|
---|
3457 | if(dstSwapchain && dstSwapchain == srcSwapchain && dstSwapchain->backBuffer &&
|
---|
3458 | ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) && SrcSurface == dstSwapchain->backBuffer[0]) {
|
---|
3459 | /* Half-life does a Blt from the back buffer to the front buffer,
|
---|
3460 | * Full surface size, no flags... Use present instead
|
---|
3461 | *
|
---|
3462 | * This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
|
---|
3463 | */
|
---|
3464 |
|
---|
3465 | /* Check rects - IWineD3DDevice_Present doesn't handle them */
|
---|
3466 | while(1)
|
---|
3467 | {
|
---|
3468 | TRACE("Looking if a Present can be done...\n");
|
---|
3469 | /* Source Rectangle must be full surface */
|
---|
3470 | if(src_rect.left != 0 || src_rect.top != 0 ||
|
---|
3471 | src_rect.right != Src->currentDesc.Width || src_rect.bottom != Src->currentDesc.Height) {
|
---|
3472 | TRACE("No, Source rectangle doesn't match\n");
|
---|
3473 | break;
|
---|
3474 | }
|
---|
3475 |
|
---|
3476 | /* No stretching may occur */
|
---|
3477 | if(src_rect.right != dst_rect.right - dst_rect.left ||
|
---|
3478 | src_rect.bottom != dst_rect.bottom - dst_rect.top) {
|
---|
3479 | TRACE("No, stretching is done\n");
|
---|
3480 | break;
|
---|
3481 | }
|
---|
3482 |
|
---|
3483 | /* Destination must be full surface or match the clipping rectangle */
|
---|
3484 | if(This->clipper && ((IWineD3DClipperImpl *) This->clipper)->hWnd)
|
---|
3485 | {
|
---|
3486 | RECT cliprect;
|
---|
3487 | POINT pos[2];
|
---|
3488 | GetClientRect(((IWineD3DClipperImpl *) This->clipper)->hWnd, &cliprect);
|
---|
3489 | pos[0].x = dst_rect.left;
|
---|
3490 | pos[0].y = dst_rect.top;
|
---|
3491 | pos[1].x = dst_rect.right;
|
---|
3492 | pos[1].y = dst_rect.bottom;
|
---|
3493 | MapWindowPoints(GetDesktopWindow(), ((IWineD3DClipperImpl *) This->clipper)->hWnd,
|
---|
3494 | pos, 2);
|
---|
3495 |
|
---|
3496 | if(pos[0].x != cliprect.left || pos[0].y != cliprect.top ||
|
---|
3497 | pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
|
---|
3498 | {
|
---|
3499 | TRACE("No, dest rectangle doesn't match(clipper)\n");
|
---|
3500 | TRACE("Clip rect at %s\n", wine_dbgstr_rect(&cliprect));
|
---|
3501 | TRACE("Blt dest: %s\n", wine_dbgstr_rect(&dst_rect));
|
---|
3502 | break;
|
---|
3503 | }
|
---|
3504 | }
|
---|
3505 | else
|
---|
3506 | {
|
---|
3507 | if(dst_rect.left != 0 || dst_rect.top != 0 ||
|
---|
3508 | dst_rect.right != This->currentDesc.Width || dst_rect.bottom != This->currentDesc.Height) {
|
---|
3509 | TRACE("No, dest rectangle doesn't match(surface size)\n");
|
---|
3510 | break;
|
---|
3511 | }
|
---|
3512 | }
|
---|
3513 |
|
---|
3514 | TRACE("Yes\n");
|
---|
3515 |
|
---|
3516 | /* These flags are unimportant for the flag check, remove them */
|
---|
3517 | if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
|
---|
3518 | WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
|
---|
3519 |
|
---|
3520 | /* The idea behind this is that a glReadPixels and a glDrawPixels call
|
---|
3521 | * take very long, while a flip is fast.
|
---|
3522 | * This applies to Half-Life, which does such Blts every time it finished
|
---|
3523 | * a frame, and to Prince of Persia 3D, which uses this to draw at least the main
|
---|
3524 | * menu. This is also used by all apps when they do windowed rendering
|
---|
3525 | *
|
---|
3526 | * The problem is that flipping is not really the same as copying. After a
|
---|
3527 | * Blt the front buffer is a copy of the back buffer, and the back buffer is
|
---|
3528 | * untouched. Therefore it's necessary to override the swap effect
|
---|
3529 | * and to set it back after the flip.
|
---|
3530 | *
|
---|
3531 | * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
|
---|
3532 | * testcases.
|
---|
3533 | */
|
---|
3534 |
|
---|
3535 | dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
|
---|
3536 | dstSwapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_IMMEDIATE;
|
---|
3537 |
|
---|
3538 | TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
|
---|
3539 | IWineD3DSwapChain_Present((IWineD3DSwapChain *)dstSwapchain,
|
---|
3540 | NULL, NULL, dstSwapchain->win_handle, NULL, 0);
|
---|
3541 |
|
---|
3542 | dstSwapchain->presentParms.SwapEffect = orig_swap;
|
---|
3543 |
|
---|
3544 | return WINED3D_OK;
|
---|
3545 | }
|
---|
3546 | break;
|
---|
3547 | }
|
---|
3548 |
|
---|
3549 | TRACE("Unsupported blit between buffers on the same swapchain\n");
|
---|
3550 | return WINED3DERR_INVALIDCALL;
|
---|
3551 | } else if(dstSwapchain && dstSwapchain == srcSwapchain) {
|
---|
3552 | FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
|
---|
3553 | return WINED3DERR_INVALIDCALL;
|
---|
3554 | } else if(dstSwapchain && srcSwapchain) {
|
---|
3555 | FIXME("Implement hardware blit between two different swapchains\n");
|
---|
3556 | return WINED3DERR_INVALIDCALL;
|
---|
3557 | } else if(dstSwapchain) {
|
---|
3558 | if(SrcSurface == myDevice->render_targets[0]) {
|
---|
3559 | TRACE("Blit from active render target to a swapchain\n");
|
---|
3560 | /* Handled with regular texture -> swapchain blit */
|
---|
3561 | }
|
---|
3562 | } else if(srcSwapchain && This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
|
---|
3563 | FIXME("Implement blit from a swapchain to the active render target\n");
|
---|
3564 | return WINED3DERR_INVALIDCALL;
|
---|
3565 | }
|
---|
3566 |
|
---|
3567 | if((srcSwapchain || SrcSurface == myDevice->render_targets[0]) && !dstSwapchain) {
|
---|
3568 | /* Blit from render target to texture */
|
---|
3569 | BOOL stretchx;
|
---|
3570 |
|
---|
3571 | /* P8 read back is not implemented */
|
---|
3572 | if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT ||
|
---|
3573 | This->resource.format_desc->format == WINED3DFMT_P8_UINT)
|
---|
3574 | {
|
---|
3575 | TRACE("P8 read back not supported by frame buffer to texture blit\n");
|
---|
3576 | return WINED3DERR_INVALIDCALL;
|
---|
3577 | }
|
---|
3578 |
|
---|
3579 | if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
|
---|
3580 | TRACE("Color keying not supported by frame buffer to texture blit\n");
|
---|
3581 | return WINED3DERR_INVALIDCALL;
|
---|
3582 | /* Destination color key is checked above */
|
---|
3583 | }
|
---|
3584 |
|
---|
3585 | if(dst_rect.right - dst_rect.left != src_rect.right - src_rect.left) {
|
---|
3586 | stretchx = TRUE;
|
---|
3587 | } else {
|
---|
3588 | stretchx = FALSE;
|
---|
3589 | }
|
---|
3590 |
|
---|
3591 | /* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
|
---|
3592 | * flip the image nor scale it.
|
---|
3593 | *
|
---|
3594 | * -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
|
---|
3595 | * -> If the app wants a image width an unscaled width, copy it line per line
|
---|
3596 | * -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
|
---|
3597 | * than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
|
---|
3598 | * back buffer. This is slower than reading line per line, thus not used for flipping
|
---|
3599 | * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
|
---|
3600 | * pixel by pixel
|
---|
3601 | *
|
---|
3602 | * If EXT_framebuffer_blit is supported that can be used instead. Note that EXT_framebuffer_blit implies
|
---|
3603 | * FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
|
---|
3604 | * backends.
|
---|
3605 | */
|
---|
3606 | if (fbo_blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
|
---|
3607 | &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
|
---|
3608 | &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
|
---|
3609 | {
|
---|
3610 | stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &src_rect,
|
---|
3611 | (IWineD3DSurface *)This, &dst_rect, Filter);
|
---|
3612 | } else if((!stretchx) || dst_rect.right - dst_rect.left > Src->currentDesc.Width ||
|
---|
3613 | dst_rect.bottom - dst_rect.top > Src->currentDesc.Height) {
|
---|
3614 | TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
|
---|
3615 | fb_copy_to_texture_direct(This, SrcSurface, &src_rect, &dst_rect, Filter);
|
---|
3616 | } else {
|
---|
3617 | TRACE("Using hardware stretching to flip / stretch the texture\n");
|
---|
3618 | fb_copy_to_texture_hwstretch(This, SrcSurface, &src_rect, &dst_rect, Filter);
|
---|
3619 | }
|
---|
3620 |
|
---|
3621 | if(!(This->Flags & SFLAG_DONOTFREE)) {
|
---|
3622 | HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
|
---|
3623 | This->resource.allocatedMemory = NULL;
|
---|
3624 | This->resource.heapMemory = NULL;
|
---|
3625 | } else {
|
---|
3626 | This->Flags &= ~SFLAG_INSYSMEM;
|
---|
3627 | }
|
---|
3628 |
|
---|
3629 | return WINED3D_OK;
|
---|
3630 | } else if(Src) {
|
---|
3631 | /* Blit from offscreen surface to render target */
|
---|
3632 | DWORD oldCKeyFlags = Src->CKeyFlags;
|
---|
3633 | WINEDDCOLORKEY oldBltCKey = Src->SrcBltCKey;
|
---|
3634 | struct wined3d_context *context;
|
---|
3635 |
|
---|
3636 | TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
|
---|
3637 |
|
---|
3638 | if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
|
---|
3639 | && fbo_blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
|
---|
3640 | &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
|
---|
3641 | &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
|
---|
3642 | {
|
---|
3643 | TRACE("Using stretch_rect_fbo\n");
|
---|
3644 | /* The source is always a texture, but never the currently active render target, and the texture
|
---|
3645 | * contents are never upside down
|
---|
3646 | */
|
---|
3647 | stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &src_rect,
|
---|
3648 | (IWineD3DSurface *)This, &dst_rect, Filter);
|
---|
3649 | return WINED3D_OK;
|
---|
3650 | }
|
---|
3651 |
|
---|
3652 | if (!(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
|
---|
3653 | && arbfp_blit.blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
|
---|
3654 | &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
|
---|
3655 | &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
|
---|
3656 | {
|
---|
3657 | return arbfp_blit_surface(myDevice, Src, &src_rect, This, &dst_rect, BLIT_OP_BLIT, Filter);
|
---|
3658 | }
|
---|
3659 |
|
---|
3660 | /* Color keying: Check if we have to do a color keyed blt,
|
---|
3661 | * and if not check if a color key is activated.
|
---|
3662 | *
|
---|
3663 | * Just modify the color keying parameters in the surface and restore them afterwards
|
---|
3664 | * The surface keeps track of the color key last used to load the opengl surface.
|
---|
3665 | * PreLoad will catch the change to the flags and color key and reload if necessary.
|
---|
3666 | */
|
---|
3667 | if(Flags & WINEDDBLT_KEYSRC) {
|
---|
3668 | /* Use color key from surface */
|
---|
3669 | } else if(Flags & WINEDDBLT_KEYSRCOVERRIDE) {
|
---|
3670 | /* Use color key from DDBltFx */
|
---|
3671 | Src->CKeyFlags |= WINEDDSD_CKSRCBLT;
|
---|
3672 | Src->SrcBltCKey = DDBltFx->ddckSrcColorkey;
|
---|
3673 | } else {
|
---|
3674 | /* Do not use color key */
|
---|
3675 | Src->CKeyFlags &= ~WINEDDSD_CKSRCBLT;
|
---|
3676 | }
|
---|
3677 |
|
---|
3678 | /* Now load the surface */
|
---|
3679 | surface_internal_preload((IWineD3DSurface *) Src, SRGB_RGB);
|
---|
3680 |
|
---|
3681 | /* Activate the destination context, set it up for blitting */
|
---|
3682 | context = context_acquire(myDevice, (IWineD3DSurface *)This, CTXUSAGE_BLIT);
|
---|
3683 |
|
---|
3684 | /* The coordinates of the ddraw front buffer are always fullscreen ('screen coordinates',
|
---|
3685 | * while OpenGL coordinates are window relative.
|
---|
3686 | * Also beware of the origin difference(top left vs bottom left).
|
---|
3687 | * Also beware that the front buffer's surface size is screen width x screen height,
|
---|
3688 | * whereas the real gl drawable size is the size of the window.
|
---|
3689 | */
|
---|
3690 | if (dstSwapchain && (IWineD3DSurface *)This == dstSwapchain->frontBuffer) {
|
---|
3691 | RECT windowsize;
|
---|
3692 | POINT offset = {0,0};
|
---|
3693 | UINT h;
|
---|
3694 | ClientToScreen(context->win_handle, &offset);
|
---|
3695 | GetClientRect(context->win_handle, &windowsize);
|
---|
3696 | h = windowsize.bottom - windowsize.top;
|
---|
3697 | dst_rect.left -= offset.x; dst_rect.right -=offset.x;
|
---|
3698 | dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
|
---|
3699 | dst_rect.top += This->currentDesc.Height - h; dst_rect.bottom += This->currentDesc.Height - h;
|
---|
3700 | }
|
---|
3701 |
|
---|
3702 | if (!myDevice->blitter->blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT,
|
---|
3703 | &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
|
---|
3704 | &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
|
---|
3705 | {
|
---|
3706 | FIXME("Unsupported blit operation falling back to software\n");
|
---|
3707 | return WINED3DERR_INVALIDCALL;
|
---|
3708 | }
|
---|
3709 |
|
---|
3710 | myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src);
|
---|
3711 |
|
---|
3712 | ENTER_GL();
|
---|
3713 |
|
---|
3714 | /* This is for color keying */
|
---|
3715 | if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
|
---|
3716 | glEnable(GL_ALPHA_TEST);
|
---|
3717 | checkGLcall("glEnable(GL_ALPHA_TEST)");
|
---|
3718 |
|
---|
3719 | /* When the primary render target uses P8, the alpha component contains the palette index.
|
---|
3720 | * Which means that the colorkey is one of the palette entries. In other cases pixels that
|
---|
3721 | * should be masked away have alpha set to 0. */
|
---|
3722 | if(primary_render_target_is_p8(myDevice))
|
---|
3723 | glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
|
---|
3724 | else
|
---|
3725 | glAlphaFunc(GL_NOTEQUAL, 0.0f);
|
---|
3726 | checkGLcall("glAlphaFunc");
|
---|
3727 | } else {
|
---|
3728 | glDisable(GL_ALPHA_TEST);
|
---|
3729 | checkGLcall("glDisable(GL_ALPHA_TEST)");
|
---|
3730 | }
|
---|
3731 |
|
---|
3732 | /* Draw a textured quad
|
---|
3733 | */
|
---|
3734 | draw_textured_quad(Src, &src_rect, &dst_rect, Filter);
|
---|
3735 |
|
---|
3736 | if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
|
---|
3737 | glDisable(GL_ALPHA_TEST);
|
---|
3738 | checkGLcall("glDisable(GL_ALPHA_TEST)");
|
---|
3739 | }
|
---|
3740 |
|
---|
3741 | /* Restore the color key parameters */
|
---|
3742 | Src->CKeyFlags = oldCKeyFlags;
|
---|
3743 | Src->SrcBltCKey = oldBltCKey;
|
---|
3744 |
|
---|
3745 | LEAVE_GL();
|
---|
3746 |
|
---|
3747 | /* Leave the opengl state valid for blitting */
|
---|
3748 | myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
|
---|
3749 |
|
---|
3750 | if (wined3d_settings.strict_draw_ordering || (dstSwapchain
|
---|
3751 | && ((IWineD3DSurface *)This == dstSwapchain->frontBuffer
|
---|
3752 | || dstSwapchain->num_contexts > 1)))
|
---|
3753 | wglFlush(); /* Flush to ensure ordering across contexts. */
|
---|
3754 |
|
---|
3755 | context_release(context);
|
---|
3756 |
|
---|
3757 | /* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
|
---|
3758 | /* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
|
---|
3759 | * is outdated now
|
---|
3760 | */
|
---|
3761 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) This, SFLAG_INDRAWABLE, TRUE);
|
---|
3762 |
|
---|
3763 | return WINED3D_OK;
|
---|
3764 | } else {
|
---|
3765 | /* Source-Less Blit to render target */
|
---|
3766 | if (Flags & WINEDDBLT_COLORFILL) {
|
---|
3767 | DWORD color;
|
---|
3768 |
|
---|
3769 | TRACE("Colorfill\n");
|
---|
3770 |
|
---|
3771 | /* The color as given in the Blt function is in the format of the frame-buffer...
|
---|
3772 | * 'clear' expect it in ARGB format => we need to do some conversion :-)
|
---|
3773 | */
|
---|
3774 | if (!surface_convert_color_to_argb(This, DDBltFx->u5.dwFillColor, &color))
|
---|
3775 | {
|
---|
3776 | /* The color conversion function already prints an error, so need to do it here */
|
---|
3777 | return WINED3DERR_INVALIDCALL;
|
---|
3778 | }
|
---|
3779 |
|
---|
3780 | if (ffp_blit.blit_supported(&myDevice->adapter->gl_info, BLIT_OP_COLOR_FILL,
|
---|
3781 | NULL, 0, 0, NULL,
|
---|
3782 | &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
|
---|
3783 | {
|
---|
3784 | return ffp_blit.color_fill(myDevice, This, &dst_rect, color);
|
---|
3785 | }
|
---|
3786 | else if (cpu_blit.blit_supported(&myDevice->adapter->gl_info, BLIT_OP_COLOR_FILL,
|
---|
3787 | NULL, 0, 0, NULL,
|
---|
3788 | &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
|
---|
3789 | {
|
---|
3790 | return cpu_blit.color_fill(myDevice, This, &dst_rect, color);
|
---|
3791 | }
|
---|
3792 | return WINED3DERR_INVALIDCALL;
|
---|
3793 | }
|
---|
3794 | }
|
---|
3795 |
|
---|
3796 | /* Default: Fall back to the generic blt. Not an error, a TRACE is enough */
|
---|
3797 | TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
|
---|
3798 | return WINED3DERR_INVALIDCALL;
|
---|
3799 | }
|
---|
3800 |
|
---|
3801 | static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
|
---|
3802 | IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
|
---|
3803 | {
|
---|
3804 | IWineD3DDeviceImpl *myDevice = This->resource.device;
|
---|
3805 | float depth;
|
---|
3806 |
|
---|
3807 | if (Flags & WINEDDBLT_DEPTHFILL) {
|
---|
3808 | switch(This->resource.format_desc->format)
|
---|
3809 | {
|
---|
3810 | case WINED3DFMT_D16_UNORM:
|
---|
3811 | depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000ffff;
|
---|
3812 | break;
|
---|
3813 | case WINED3DFMT_S1_UINT_D15_UNORM:
|
---|
3814 | depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x0000fffe;
|
---|
3815 | break;
|
---|
3816 | case WINED3DFMT_D24_UNORM_S8_UINT:
|
---|
3817 | case WINED3DFMT_X8D24_UNORM:
|
---|
3818 | depth = (float) DDBltFx->u5.dwFillDepth / (float) 0x00ffffff;
|
---|
3819 | break;
|
---|
3820 | case WINED3DFMT_D32_UNORM:
|
---|
3821 | depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
|
---|
3822 | break;
|
---|
3823 | default:
|
---|
3824 | depth = 0.0f;
|
---|
3825 | ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
|
---|
3826 | }
|
---|
3827 |
|
---|
3828 | return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
|
---|
3829 | DestRect == NULL ? 0 : 1,
|
---|
3830 | (const WINED3DRECT *)DestRect,
|
---|
3831 | WINED3DCLEAR_ZBUFFER,
|
---|
3832 | 0x00000000,
|
---|
3833 | depth,
|
---|
3834 | 0x00000000);
|
---|
3835 | }
|
---|
3836 |
|
---|
3837 | FIXME("(%p): Unsupp depthstencil blit\n", This);
|
---|
3838 | return WINED3DERR_INVALIDCALL;
|
---|
3839 | }
|
---|
3840 |
|
---|
3841 | static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
|
---|
3842 | const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
|
---|
3843 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
3844 | IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
|
---|
3845 | IWineD3DDeviceImpl *myDevice = This->resource.device;
|
---|
3846 |
|
---|
3847 | TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
|
---|
3848 | TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
|
---|
3849 |
|
---|
3850 | if ( (This->Flags & SFLAG_LOCKED) || ((Src != NULL) && (Src->Flags & SFLAG_LOCKED)))
|
---|
3851 | {
|
---|
3852 | WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
|
---|
3853 | return WINEDDERR_SURFACEBUSY;
|
---|
3854 | }
|
---|
3855 |
|
---|
3856 | /* Accessing the depth stencil is supposed to fail between a BeginScene and EndScene pair,
|
---|
3857 | * except depth blits, which seem to work
|
---|
3858 | */
|
---|
3859 | if(iface == myDevice->stencilBufferTarget || (SrcSurface && SrcSurface == myDevice->stencilBufferTarget)) {
|
---|
3860 | if(myDevice->inScene && !(Flags & WINEDDBLT_DEPTHFILL)) {
|
---|
3861 | TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
|
---|
3862 | return WINED3DERR_INVALIDCALL;
|
---|
3863 | } else if(IWineD3DSurfaceImpl_BltZ(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx) == WINED3D_OK) {
|
---|
3864 | TRACE("Z Blit override handled the blit\n");
|
---|
3865 | return WINED3D_OK;
|
---|
3866 | }
|
---|
3867 | }
|
---|
3868 |
|
---|
3869 | /* Special cases for RenderTargets */
|
---|
3870 | if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
|
---|
3871 | ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) )) {
|
---|
3872 | if(IWineD3DSurfaceImpl_BltOverride(This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter) == WINED3D_OK) return WINED3D_OK;
|
---|
3873 | }
|
---|
3874 |
|
---|
3875 | /* For the rest call the X11 surface implementation.
|
---|
3876 | * For RenderTargets this should be implemented OpenGL accelerated in BltOverride,
|
---|
3877 | * other Blts are rather rare
|
---|
3878 | */
|
---|
3879 | return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
|
---|
3880 | }
|
---|
3881 |
|
---|
3882 | static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
|
---|
3883 | IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
|
---|
3884 | {
|
---|
3885 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
3886 | IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
|
---|
3887 | IWineD3DDeviceImpl *myDevice = This->resource.device;
|
---|
3888 |
|
---|
3889 | TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
|
---|
3890 |
|
---|
3891 | if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
|
---|
3892 | {
|
---|
3893 | WARN(" Surface is busy, returning DDERR_SURFACEBUSY\n");
|
---|
3894 | return WINEDDERR_SURFACEBUSY;
|
---|
3895 | }
|
---|
3896 |
|
---|
3897 | if(myDevice->inScene &&
|
---|
3898 | (iface == myDevice->stencilBufferTarget ||
|
---|
3899 | (Source == myDevice->stencilBufferTarget))) {
|
---|
3900 | TRACE("Attempt to access the depth stencil surface in a BeginScene / EndScene pair, returning WINED3DERR_INVALIDCALL\n");
|
---|
3901 | return WINED3DERR_INVALIDCALL;
|
---|
3902 | }
|
---|
3903 |
|
---|
3904 | /* Special cases for RenderTargets */
|
---|
3905 | if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
|
---|
3906 | (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
|
---|
3907 |
|
---|
3908 | RECT SrcRect, DstRect;
|
---|
3909 | DWORD Flags=0;
|
---|
3910 |
|
---|
3911 | surface_get_rect(srcImpl, rsrc, &SrcRect);
|
---|
3912 |
|
---|
3913 | DstRect.left = dstx;
|
---|
3914 | DstRect.top=dsty;
|
---|
3915 | DstRect.right = dstx + SrcRect.right - SrcRect.left;
|
---|
3916 | DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
|
---|
3917 |
|
---|
3918 | /* Convert BltFast flags into Btl ones because it is called from SurfaceImpl_Blt as well */
|
---|
3919 | if(trans & WINEDDBLTFAST_SRCCOLORKEY)
|
---|
3920 | Flags |= WINEDDBLT_KEYSRC;
|
---|
3921 | if(trans & WINEDDBLTFAST_DESTCOLORKEY)
|
---|
3922 | Flags |= WINEDDBLT_KEYDEST;
|
---|
3923 | if(trans & WINEDDBLTFAST_WAIT)
|
---|
3924 | Flags |= WINEDDBLT_WAIT;
|
---|
3925 | if(trans & WINEDDBLTFAST_DONOTWAIT)
|
---|
3926 | Flags |= WINEDDBLT_DONOTWAIT;
|
---|
3927 |
|
---|
3928 | if(IWineD3DSurfaceImpl_BltOverride(This, &DstRect, Source, &SrcRect, Flags, NULL, WINED3DTEXF_POINT) == WINED3D_OK) return WINED3D_OK;
|
---|
3929 | }
|
---|
3930 |
|
---|
3931 |
|
---|
3932 | return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
|
---|
3933 | }
|
---|
3934 |
|
---|
3935 | static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
|
---|
3936 | {
|
---|
3937 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
3938 | RGBQUAD col[256];
|
---|
3939 | IWineD3DPaletteImpl *pal = This->palette;
|
---|
3940 | unsigned int n;
|
---|
3941 | TRACE("(%p)\n", This);
|
---|
3942 |
|
---|
3943 | if (!pal) return WINED3D_OK;
|
---|
3944 |
|
---|
3945 | if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
|
---|
3946 | || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
|
---|
3947 | {
|
---|
3948 | if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
---|
3949 | {
|
---|
3950 | /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
|
---|
3951 | IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
|
---|
3952 |
|
---|
3953 | /* We want to force a palette refresh, so mark the drawable as not being up to date */
|
---|
3954 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
|
---|
3955 | } else {
|
---|
3956 | if(!(This->Flags & SFLAG_INSYSMEM)) {
|
---|
3957 | TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
|
---|
3958 | IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
|
---|
3959 | }
|
---|
3960 | TRACE("Dirtifying surface\n");
|
---|
3961 | IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
|
---|
3962 | }
|
---|
3963 | }
|
---|
3964 |
|
---|
3965 | if(This->Flags & SFLAG_DIBSECTION) {
|
---|
3966 | TRACE("(%p): Updating the hdc's palette\n", This);
|
---|
3967 | for (n=0; n<256; n++) {
|
---|
3968 | col[n].rgbRed = pal->palents[n].peRed;
|
---|
3969 | col[n].rgbGreen = pal->palents[n].peGreen;
|
---|
3970 | col[n].rgbBlue = pal->palents[n].peBlue;
|
---|
3971 | col[n].rgbReserved = 0;
|
---|
3972 | }
|
---|
3973 | SetDIBColorTable(This->hDC, 0, 256, col);
|
---|
3974 | }
|
---|
3975 |
|
---|
3976 | /* Propagate the changes to the drawable when we have a palette. */
|
---|
3977 | if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
|
---|
3978 | IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
|
---|
3979 |
|
---|
3980 | return WINED3D_OK;
|
---|
3981 | }
|
---|
3982 |
|
---|
3983 | #ifdef VBOXWDDM
|
---|
3984 | static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect);
|
---|
3985 | #endif
|
---|
3986 |
|
---|
3987 | static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
|
---|
3988 | /** Check against the maximum texture sizes supported by the video card **/
|
---|
3989 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
3990 | const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
|
---|
3991 | unsigned int pow2Width, pow2Height;
|
---|
3992 |
|
---|
3993 | This->texture_name = 0;
|
---|
3994 | This->texture_target = GL_TEXTURE_2D;
|
---|
3995 |
|
---|
3996 | /* Non-power2 support */
|
---|
3997 | if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[WINE_NORMALIZED_TEXRECT])
|
---|
3998 | {
|
---|
3999 | pow2Width = This->currentDesc.Width;
|
---|
4000 | pow2Height = This->currentDesc.Height;
|
---|
4001 | }
|
---|
4002 | else
|
---|
4003 | {
|
---|
4004 | /* Find the nearest pow2 match */
|
---|
4005 | pow2Width = pow2Height = 1;
|
---|
4006 | while (pow2Width < This->currentDesc.Width) pow2Width <<= 1;
|
---|
4007 | while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
|
---|
4008 | }
|
---|
4009 | This->pow2Width = pow2Width;
|
---|
4010 | This->pow2Height = pow2Height;
|
---|
4011 |
|
---|
4012 | if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
|
---|
4013 | /** TODO: add support for non power two compressed textures **/
|
---|
4014 | if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
|
---|
4015 | {
|
---|
4016 | FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
|
---|
4017 | This, This->currentDesc.Width, This->currentDesc.Height);
|
---|
4018 | return WINED3DERR_NOTAVAILABLE;
|
---|
4019 | }
|
---|
4020 | }
|
---|
4021 |
|
---|
4022 | if(pow2Width != This->currentDesc.Width ||
|
---|
4023 | pow2Height != This->currentDesc.Height) {
|
---|
4024 | This->Flags |= SFLAG_NONPOW2;
|
---|
4025 | }
|
---|
4026 |
|
---|
4027 | TRACE("%p\n", This);
|
---|
4028 | if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
|
---|
4029 | && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
|
---|
4030 | {
|
---|
4031 | /* one of three options
|
---|
4032 | 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)
|
---|
4033 | 2: Set the texture to the maximum size (bad idea)
|
---|
4034 | 3: WARN and return WINED3DERR_NOTAVAILABLE;
|
---|
4035 | 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.
|
---|
4036 | */
|
---|
4037 | if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
|
---|
4038 | {
|
---|
4039 | WARN("(%p) Unable to allocate a surface which exceeds the maximum OpenGL texture size\n", This);
|
---|
4040 | return WINED3DERR_NOTAVAILABLE;
|
---|
4041 | }
|
---|
4042 |
|
---|
4043 | /* We should never use this surface in combination with OpenGL! */
|
---|
4044 | TRACE("(%p) Creating an oversized surface: %ux%u\n", This, This->pow2Width, This->pow2Height);
|
---|
4045 | }
|
---|
4046 | else
|
---|
4047 | {
|
---|
4048 | /* Don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
|
---|
4049 | is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
|
---|
4050 | doesn't work in combination with ARB_TEXTURE_RECTANGLE.
|
---|
4051 | */
|
---|
4052 | if (This->Flags & SFLAG_NONPOW2 && gl_info->supported[ARB_TEXTURE_RECTANGLE]
|
---|
4053 | && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
|
---|
4054 | && gl_info->supported[EXT_PALETTED_TEXTURE]
|
---|
4055 | && wined3d_settings.rendertargetlock_mode == RTL_READTEX))
|
---|
4056 | {
|
---|
4057 | This->texture_target = GL_TEXTURE_RECTANGLE_ARB;
|
---|
4058 | This->pow2Width = This->currentDesc.Width;
|
---|
4059 | This->pow2Height = This->currentDesc.Height;
|
---|
4060 | This->Flags &= ~(SFLAG_NONPOW2 | SFLAG_NORMCOORD);
|
---|
4061 | }
|
---|
4062 | }
|
---|
4063 |
|
---|
4064 | if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
---|
4065 | switch(wined3d_settings.offscreen_rendering_mode) {
|
---|
4066 | case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
|
---|
4067 | case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
|
---|
4068 | }
|
---|
4069 | }
|
---|
4070 |
|
---|
4071 | This->Flags |= SFLAG_INSYSMEM;
|
---|
4072 |
|
---|
4073 | return WINED3D_OK;
|
---|
4074 | }
|
---|
4075 |
|
---|
4076 | /* GL locking is done by the caller */
|
---|
4077 | static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
|
---|
4078 | GLuint texture, GLsizei w, GLsizei h, GLenum target)
|
---|
4079 | {
|
---|
4080 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
4081 | struct blt_info info;
|
---|
4082 | GLint old_binding = 0;
|
---|
4083 |
|
---|
4084 | glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
|
---|
4085 |
|
---|
4086 | glDisable(GL_CULL_FACE);
|
---|
4087 | glDisable(GL_BLEND);
|
---|
4088 | glDisable(GL_ALPHA_TEST);
|
---|
4089 | glDisable(GL_SCISSOR_TEST);
|
---|
4090 | glDisable(GL_STENCIL_TEST);
|
---|
4091 | glEnable(GL_DEPTH_TEST);
|
---|
4092 | glDepthFunc(GL_ALWAYS);
|
---|
4093 | glDepthMask(GL_TRUE);
|
---|
4094 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
---|
4095 | glViewport(0, 0, w, h);
|
---|
4096 |
|
---|
4097 | surface_get_blt_info(target, NULL, w, h, &info);
|
---|
4098 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
---|
4099 | glGetIntegerv(info.binding, &old_binding);
|
---|
4100 | glBindTexture(info.bind_target, texture);
|
---|
4101 |
|
---|
4102 | device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type);
|
---|
4103 |
|
---|
4104 | glBegin(GL_TRIANGLE_STRIP);
|
---|
4105 | glTexCoord3fv(info.coords[0]);
|
---|
4106 | glVertex2f(-1.0f, -1.0f);
|
---|
4107 | glTexCoord3fv(info.coords[1]);
|
---|
4108 | glVertex2f(1.0f, -1.0f);
|
---|
4109 | glTexCoord3fv(info.coords[2]);
|
---|
4110 | glVertex2f(-1.0f, 1.0f);
|
---|
4111 | glTexCoord3fv(info.coords[3]);
|
---|
4112 | glVertex2f(1.0f, 1.0f);
|
---|
4113 | glEnd();
|
---|
4114 |
|
---|
4115 | glBindTexture(info.bind_target, old_binding);
|
---|
4116 |
|
---|
4117 | glPopAttrib();
|
---|
4118 |
|
---|
4119 | device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
|
---|
4120 | }
|
---|
4121 |
|
---|
4122 | void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
|
---|
4123 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
4124 |
|
---|
4125 | TRACE("(%p) New location %#x\n", This, location);
|
---|
4126 |
|
---|
4127 | if (location & ~SFLAG_DS_LOCATIONS) {
|
---|
4128 | FIXME("(%p) Invalid location (%#x) specified\n", This, location);
|
---|
4129 | }
|
---|
4130 |
|
---|
4131 | This->Flags &= ~SFLAG_DS_LOCATIONS;
|
---|
4132 | This->Flags |= location;
|
---|
4133 | }
|
---|
4134 |
|
---|
4135 | /* Context activation is done by the caller. */
|
---|
4136 | void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
|
---|
4137 | {
|
---|
4138 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
|
---|
4139 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
4140 | const struct wined3d_gl_info *gl_info = context->gl_info;
|
---|
4141 |
|
---|
4142 | TRACE("(%p) New location %#x\n", This, location);
|
---|
4143 |
|
---|
4144 | /* TODO: Make this work for modes other than FBO */
|
---|
4145 | if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return;
|
---|
4146 |
|
---|
4147 | if (This->Flags & location) {
|
---|
4148 | TRACE("(%p) Location (%#x) is already up to date\n", This, location);
|
---|
4149 | return;
|
---|
4150 | }
|
---|
4151 |
|
---|
4152 | if (This->current_renderbuffer) {
|
---|
4153 | FIXME("(%p) Not supported with fixed up depth stencil\n", This);
|
---|
4154 | return;
|
---|
4155 | }
|
---|
4156 |
|
---|
4157 | if (location == SFLAG_DS_OFFSCREEN) {
|
---|
4158 | if (This->Flags & SFLAG_DS_ONSCREEN) {
|
---|
4159 | GLint old_binding = 0;
|
---|
4160 | GLenum bind_target;
|
---|
4161 |
|
---|
4162 | TRACE("(%p) Copying onscreen depth buffer to depth texture\n", This);
|
---|
4163 |
|
---|
4164 | ENTER_GL();
|
---|
4165 |
|
---|
4166 | if (!device->depth_blt_texture) {
|
---|
4167 | glGenTextures(1, &device->depth_blt_texture);
|
---|
4168 | }
|
---|
4169 |
|
---|
4170 | /* Note that we use depth_blt here as well, rather than glCopyTexImage2D
|
---|
4171 | * directly on the FBO texture. That's because we need to flip. */
|
---|
4172 | context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
|
---|
4173 | if (This->texture_target == GL_TEXTURE_RECTANGLE_ARB)
|
---|
4174 | {
|
---|
4175 | glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
|
---|
4176 | bind_target = GL_TEXTURE_RECTANGLE_ARB;
|
---|
4177 | } else {
|
---|
4178 | glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
|
---|
4179 | bind_target = GL_TEXTURE_2D;
|
---|
4180 | }
|
---|
4181 | glBindTexture(bind_target, device->depth_blt_texture);
|
---|
4182 | glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
|
---|
4183 | 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
|
---|
4184 | glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
---|
4185 | glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
---|
4186 | glTexParameteri(bind_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
---|
4187 | glTexParameteri(bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
---|
4188 | glTexParameteri(bind_target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
---|
4189 | glTexParameteri(bind_target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
|
---|
4190 | glBindTexture(bind_target, old_binding);
|
---|
4191 |
|
---|
4192 | /* Setup the destination */
|
---|
4193 | if (!device->depth_blt_rb) {
|
---|
4194 | gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
|
---|
4195 | checkGLcall("glGenRenderbuffersEXT");
|
---|
4196 | }
|
---|
4197 | if (device->depth_blt_rb_w != This->currentDesc.Width
|
---|
4198 | || device->depth_blt_rb_h != This->currentDesc.Height) {
|
---|
4199 | gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, device->depth_blt_rb);
|
---|
4200 | checkGLcall("glBindRenderbufferEXT");
|
---|
4201 | gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8,
|
---|
4202 | This->currentDesc.Width, This->currentDesc.Height);
|
---|
4203 | checkGLcall("glRenderbufferStorageEXT");
|
---|
4204 | device->depth_blt_rb_w = This->currentDesc.Width;
|
---|
4205 | device->depth_blt_rb_h = This->currentDesc.Height;
|
---|
4206 | }
|
---|
4207 |
|
---|
4208 | context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
|
---|
4209 | gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
|
---|
4210 | GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, device->depth_blt_rb);
|
---|
4211 | checkGLcall("glFramebufferRenderbufferEXT");
|
---|
4212 | context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, This, FALSE);
|
---|
4213 |
|
---|
4214 | /* Do the actual blit */
|
---|
4215 | surface_depth_blt(This, gl_info, device->depth_blt_texture,
|
---|
4216 | This->currentDesc.Width, This->currentDesc.Height, bind_target);
|
---|
4217 | checkGLcall("depth_blt");
|
---|
4218 |
|
---|
4219 | if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
|
---|
4220 | else context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
|
---|
4221 |
|
---|
4222 | LEAVE_GL();
|
---|
4223 |
|
---|
4224 | if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
|
---|
4225 | }
|
---|
4226 | else
|
---|
4227 | {
|
---|
4228 | FIXME("No up to date depth stencil location\n");
|
---|
4229 | }
|
---|
4230 | } else if (location == SFLAG_DS_ONSCREEN) {
|
---|
4231 | if (This->Flags & SFLAG_DS_OFFSCREEN) {
|
---|
4232 | TRACE("(%p) Copying depth texture to onscreen depth buffer\n", This);
|
---|
4233 |
|
---|
4234 | ENTER_GL();
|
---|
4235 |
|
---|
4236 | context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
|
---|
4237 | surface_depth_blt(This, gl_info, This->texture_name,
|
---|
4238 | This->currentDesc.Width, This->currentDesc.Height, This->texture_target);
|
---|
4239 | checkGLcall("depth_blt");
|
---|
4240 |
|
---|
4241 | if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
|
---|
4242 |
|
---|
4243 | LEAVE_GL();
|
---|
4244 |
|
---|
4245 | if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
|
---|
4246 | }
|
---|
4247 | else
|
---|
4248 | {
|
---|
4249 | FIXME("No up to date depth stencil location\n");
|
---|
4250 | }
|
---|
4251 | } else {
|
---|
4252 | ERR("(%p) Invalid location (%#x) specified\n", This, location);
|
---|
4253 | }
|
---|
4254 |
|
---|
4255 | This->Flags |= location;
|
---|
4256 | }
|
---|
4257 |
|
---|
4258 | static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
|
---|
4259 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
4260 | IWineD3DBaseTexture *texture;
|
---|
4261 | IWineD3DSurfaceImpl *overlay;
|
---|
4262 |
|
---|
4263 | TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
|
---|
4264 | persistent ? "TRUE" : "FALSE");
|
---|
4265 |
|
---|
4266 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
---|
4267 | if (surface_is_offscreen(iface))
|
---|
4268 | {
|
---|
4269 | /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
|
---|
4270 | if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
|
---|
4271 | }
|
---|
4272 | else
|
---|
4273 | {
|
---|
4274 | TRACE("Surface %p is an onscreen surface\n", iface);
|
---|
4275 | }
|
---|
4276 | }
|
---|
4277 |
|
---|
4278 | if(persistent) {
|
---|
4279 | if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
|
---|
4280 | ((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
|
---|
4281 | if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
|
---|
4282 | TRACE("Passing to container\n");
|
---|
4283 | IWineD3DBaseTexture_SetDirty(texture, TRUE);
|
---|
4284 | IWineD3DBaseTexture_Release(texture);
|
---|
4285 | }
|
---|
4286 | }
|
---|
4287 |
|
---|
4288 | This->Flags &= ~SFLAG_LOCATIONS;
|
---|
4289 | This->Flags |= flag;
|
---|
4290 |
|
---|
4291 | /* Redraw emulated overlays, if any */
|
---|
4292 | if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
|
---|
4293 | LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
|
---|
4294 | IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
|
---|
4295 | }
|
---|
4296 | }
|
---|
4297 | } else {
|
---|
4298 | if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
|
---|
4299 | if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
|
---|
4300 | TRACE("Passing to container\n");
|
---|
4301 | IWineD3DBaseTexture_SetDirty(texture, TRUE);
|
---|
4302 | IWineD3DBaseTexture_Release(texture);
|
---|
4303 | }
|
---|
4304 | }
|
---|
4305 |
|
---|
4306 | This->Flags &= ~flag;
|
---|
4307 | }
|
---|
4308 |
|
---|
4309 | #ifdef VBOXWDDM
|
---|
4310 | if(VBOXSHRC_IS_INITIALIZED(This)) {
|
---|
4311 | /* with the shared resource only texture can be considered valid
|
---|
4312 | * to make sure changes done to the resource in the other device context are visible
|
---|
4313 | * because the resource contents is shared via texture.
|
---|
4314 | * This is why we ensure texture location is the one and only which is always valid */
|
---|
4315 | if(!(This->Flags & SFLAG_INTEXTURE)) {
|
---|
4316 | IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
|
---|
4317 | } else {
|
---|
4318 | This->Flags &= ~SFLAG_LOCATIONS;
|
---|
4319 | This->Flags |= SFLAG_INTEXTURE;
|
---|
4320 | }
|
---|
4321 | }
|
---|
4322 | #endif
|
---|
4323 |
|
---|
4324 | if(!(This->Flags & SFLAG_LOCATIONS)) {
|
---|
4325 | ERR("%p: Surface does not have any up to date location\n", This);
|
---|
4326 | }
|
---|
4327 | }
|
---|
4328 |
|
---|
4329 | static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
|
---|
4330 | {
|
---|
4331 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
4332 | IWineD3DSwapChainImpl *swapchain;
|
---|
4333 | struct wined3d_context *context;
|
---|
4334 | RECT src_rect, dst_rect;
|
---|
4335 |
|
---|
4336 | surface_get_rect(This, rect_in, &src_rect);
|
---|
4337 |
|
---|
4338 | context = context_acquire(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
|
---|
4339 | if (context->render_offscreen)
|
---|
4340 | {
|
---|
4341 | dst_rect.left = src_rect.left;
|
---|
4342 | dst_rect.right = src_rect.right;
|
---|
4343 | dst_rect.top = src_rect.bottom;
|
---|
4344 | dst_rect.bottom = src_rect.top;
|
---|
4345 | }
|
---|
4346 | else
|
---|
4347 | {
|
---|
4348 | dst_rect = src_rect;
|
---|
4349 | }
|
---|
4350 |
|
---|
4351 | device->blitter->set_shader((IWineD3DDevice *) device, This);
|
---|
4352 |
|
---|
4353 | ENTER_GL();
|
---|
4354 | draw_textured_quad(This, &src_rect, &dst_rect, WINED3DTEXF_POINT);
|
---|
4355 | LEAVE_GL();
|
---|
4356 |
|
---|
4357 | device->blitter->set_shader((IWineD3DDevice *) device, This);
|
---|
4358 |
|
---|
4359 | swapchain = (This->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)This->container : NULL;
|
---|
4360 | if (wined3d_settings.strict_draw_ordering || (swapchain
|
---|
4361 | && ((IWineD3DSurface *)This == swapchain->frontBuffer
|
---|
4362 | || swapchain->num_contexts > 1)))
|
---|
4363 | wglFlush(); /* Flush to ensure ordering across contexts. */
|
---|
4364 |
|
---|
4365 | context_release(context);
|
---|
4366 | }
|
---|
4367 |
|
---|
4368 | /*****************************************************************************
|
---|
4369 | * IWineD3DSurface::LoadLocation
|
---|
4370 | *
|
---|
4371 | * Copies the current surface data from wherever it is to the requested
|
---|
4372 | * location. The location is one of the surface flags, SFLAG_INSYSMEM,
|
---|
4373 | * SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
|
---|
4374 | * multiple locations, the gl texture is preferred over the drawable, which is
|
---|
4375 | * preferred over system memory. The PBO counts as system memory. If rect is
|
---|
4376 | * not NULL, only the specified rectangle is copied (only supported for
|
---|
4377 | * sysmem<->drawable copies at the moment). If rect is NULL, the destination
|
---|
4378 | * location is marked up to date after the copy.
|
---|
4379 | *
|
---|
4380 | * Parameters:
|
---|
4381 | * flag: Surface location flag to be updated
|
---|
4382 | * rect: rectangle to be copied
|
---|
4383 | *
|
---|
4384 | * Returns:
|
---|
4385 | * WINED3D_OK on success
|
---|
4386 | * WINED3DERR_DEVICELOST on an internal error
|
---|
4387 | *
|
---|
4388 | *****************************************************************************/
|
---|
4389 | static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
|
---|
4390 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
4391 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
4392 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
---|
4393 | struct wined3d_format_desc desc;
|
---|
4394 | CONVERT_TYPES convert;
|
---|
4395 | int width, pitch, outpitch;
|
---|
4396 | BYTE *mem;
|
---|
4397 | BOOL drawable_read_ok = TRUE;
|
---|
4398 | BOOL in_fbo = FALSE;
|
---|
4399 |
|
---|
4400 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
---|
4401 | if (surface_is_offscreen(iface))
|
---|
4402 | {
|
---|
4403 | /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets.
|
---|
4404 | * Prefer SFLAG_INTEXTURE. */
|
---|
4405 | if (flag == SFLAG_INDRAWABLE) flag = SFLAG_INTEXTURE;
|
---|
4406 | drawable_read_ok = FALSE;
|
---|
4407 | in_fbo = TRUE;
|
---|
4408 | }
|
---|
4409 | else
|
---|
4410 | {
|
---|
4411 | TRACE("Surface %p is an onscreen surface\n", iface);
|
---|
4412 | }
|
---|
4413 | }
|
---|
4414 |
|
---|
4415 | TRACE("(%p)->(%s, %p)\n", iface, debug_surflocation(flag), rect);
|
---|
4416 | if(rect) {
|
---|
4417 | TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);
|
---|
4418 | }
|
---|
4419 |
|
---|
4420 | if(This->Flags & flag) {
|
---|
4421 | TRACE("Location already up to date\n");
|
---|
4422 | return WINED3D_OK;
|
---|
4423 | }
|
---|
4424 |
|
---|
4425 | if(!(This->Flags & SFLAG_LOCATIONS)) {
|
---|
4426 | ERR("%p: Surface does not have any up to date location\n", This);
|
---|
4427 | This->Flags |= SFLAG_LOST;
|
---|
4428 | return WINED3DERR_DEVICELOST;
|
---|
4429 | }
|
---|
4430 |
|
---|
4431 | if(flag == SFLAG_INSYSMEM) {
|
---|
4432 | surface_prepare_system_memory(This);
|
---|
4433 |
|
---|
4434 | /* Download the surface to system memory */
|
---|
4435 | if (This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))
|
---|
4436 | {
|
---|
4437 | struct wined3d_context *context = NULL;
|
---|
4438 |
|
---|
4439 | if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
4440 |
|
---|
4441 | surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
|
---|
4442 | surface_download_data(This, gl_info);
|
---|
4443 |
|
---|
4444 | if (context) context_release(context);
|
---|
4445 | }
|
---|
4446 | else
|
---|
4447 | {
|
---|
4448 | /* Note: It might be faster to download into a texture first. */
|
---|
4449 | read_from_framebuffer(This, rect,
|
---|
4450 | This->resource.allocatedMemory,
|
---|
4451 | IWineD3DSurface_GetPitch(iface));
|
---|
4452 | }
|
---|
4453 | } else if(flag == SFLAG_INDRAWABLE) {
|
---|
4454 | if(This->Flags & SFLAG_INTEXTURE) {
|
---|
4455 | surface_blt_to_drawable(This, rect);
|
---|
4456 | } else {
|
---|
4457 | int byte_count;
|
---|
4458 | if((This->Flags & SFLAG_LOCATIONS) == SFLAG_INSRGBTEX) {
|
---|
4459 | /* This needs a shader to convert the srgb data sampled from the GL texture into RGB
|
---|
4460 | * values, otherwise we get incorrect values in the target. For now go the slow way
|
---|
4461 | * via a system memory copy
|
---|
4462 | */
|
---|
4463 | IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
|
---|
4464 | }
|
---|
4465 |
|
---|
4466 | d3dfmt_get_conv(This, FALSE /* We need color keying */, FALSE /* We won't use textures */, &desc, &convert);
|
---|
4467 |
|
---|
4468 | /* The width is in 'length' not in bytes */
|
---|
4469 | width = This->currentDesc.Width;
|
---|
4470 | pitch = IWineD3DSurface_GetPitch(iface);
|
---|
4471 |
|
---|
4472 | /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
|
---|
4473 | * but it isn't set (yet) in all cases it is getting called. */
|
---|
4474 | if ((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO))
|
---|
4475 | {
|
---|
4476 | struct wined3d_context *context = NULL;
|
---|
4477 |
|
---|
4478 | TRACE("Removing the pbo attached to surface %p\n", This);
|
---|
4479 |
|
---|
4480 | if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
4481 | surface_remove_pbo(This, gl_info);
|
---|
4482 | if (context) context_release(context);
|
---|
4483 | }
|
---|
4484 |
|
---|
4485 | if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
|
---|
4486 | int height = This->currentDesc.Height;
|
---|
4487 | byte_count = desc.conv_byte_count;
|
---|
4488 |
|
---|
4489 | /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
|
---|
4490 | outpitch = width * byte_count;
|
---|
4491 | outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
|
---|
4492 |
|
---|
4493 | mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
|
---|
4494 | if(!mem) {
|
---|
4495 | ERR("Out of memory %d, %d!\n", outpitch, height);
|
---|
4496 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
4497 | }
|
---|
4498 | d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
|
---|
4499 |
|
---|
4500 | This->Flags |= SFLAG_CONVERTED;
|
---|
4501 | } else {
|
---|
4502 | This->Flags &= ~SFLAG_CONVERTED;
|
---|
4503 | mem = This->resource.allocatedMemory;
|
---|
4504 | byte_count = desc.byte_count;
|
---|
4505 | }
|
---|
4506 |
|
---|
4507 | flush_to_framebuffer_drawpixels(This, desc.glFormat, desc.glType, byte_count, mem);
|
---|
4508 |
|
---|
4509 | /* Don't delete PBO memory */
|
---|
4510 | if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
|
---|
4511 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
4512 | }
|
---|
4513 | } else /* if(flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) */ {
|
---|
4514 | if (drawable_read_ok && (This->Flags & SFLAG_INDRAWABLE)) {
|
---|
4515 | read_from_framebuffer_texture(This, flag == SFLAG_INSRGBTEX);
|
---|
4516 | }
|
---|
4517 | else
|
---|
4518 | {
|
---|
4519 | /* Upload from system memory */
|
---|
4520 | BOOL srgb = flag == SFLAG_INSRGBTEX;
|
---|
4521 | struct wined3d_context *context = NULL;
|
---|
4522 |
|
---|
4523 | d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
|
---|
4524 | &desc, &convert);
|
---|
4525 |
|
---|
4526 | if(srgb) {
|
---|
4527 | if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSYSMEM)) == SFLAG_INTEXTURE) {
|
---|
4528 | /* Performance warning ... */
|
---|
4529 | FIXME("%p: Downloading rgb texture to reload it as srgb\n", This);
|
---|
4530 | IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
|
---|
4531 | }
|
---|
4532 | } else {
|
---|
4533 | if((This->Flags & (SFLAG_INSRGBTEX | SFLAG_INSYSMEM)) == SFLAG_INSRGBTEX) {
|
---|
4534 | /* Performance warning ... */
|
---|
4535 | FIXME("%p: Downloading srgb texture to reload it as rgb\n", This);
|
---|
4536 | IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
|
---|
4537 | }
|
---|
4538 | }
|
---|
4539 | if(!(This->Flags & SFLAG_INSYSMEM)) {
|
---|
4540 | /* Should not happen */
|
---|
4541 | ERR("Trying to load a texture from sysmem, but SFLAG_INSYSMEM is not set\n");
|
---|
4542 | /* Lets hope we get it from somewhere... */
|
---|
4543 | IWineD3DSurfaceImpl_LoadLocation(iface, SFLAG_INSYSMEM, rect);
|
---|
4544 | }
|
---|
4545 |
|
---|
4546 | if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
4547 |
|
---|
4548 | surface_prepare_texture(This, gl_info, srgb);
|
---|
4549 | surface_bind_and_dirtify(This, srgb);
|
---|
4550 |
|
---|
4551 | if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
|
---|
4552 | This->Flags |= SFLAG_GLCKEY;
|
---|
4553 | This->glCKey = This->SrcBltCKey;
|
---|
4554 | }
|
---|
4555 | else This->Flags &= ~SFLAG_GLCKEY;
|
---|
4556 |
|
---|
4557 | /* The width is in 'length' not in bytes */
|
---|
4558 | width = This->currentDesc.Width;
|
---|
4559 | pitch = IWineD3DSurface_GetPitch(iface);
|
---|
4560 |
|
---|
4561 | /* Don't use PBOs for converted surfaces. During PBO conversion we look at SFLAG_CONVERTED
|
---|
4562 | * but it isn't set (yet) in all cases it is getting called. */
|
---|
4563 | if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
|
---|
4564 | TRACE("Removing the pbo attached to surface %p\n", This);
|
---|
4565 | surface_remove_pbo(This, gl_info);
|
---|
4566 | }
|
---|
4567 |
|
---|
4568 | if(desc.convert) {
|
---|
4569 | /* This code is entered for texture formats which need a fixup. */
|
---|
4570 | int height = This->currentDesc.Height;
|
---|
4571 |
|
---|
4572 | /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
|
---|
4573 | outpitch = width * desc.conv_byte_count;
|
---|
4574 | outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
|
---|
4575 |
|
---|
4576 | mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
|
---|
4577 | if(!mem) {
|
---|
4578 | ERR("Out of memory %d, %d!\n", outpitch, height);
|
---|
4579 | if (context) context_release(context);
|
---|
4580 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
4581 | }
|
---|
4582 | desc.convert(This->resource.allocatedMemory, mem, pitch, width, height);
|
---|
4583 | } else if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
|
---|
4584 | /* This code is only entered for color keying fixups */
|
---|
4585 | int height = This->currentDesc.Height;
|
---|
4586 |
|
---|
4587 | /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
|
---|
4588 | outpitch = width * desc.conv_byte_count;
|
---|
4589 | outpitch = (outpitch + device->surface_alignment - 1) & ~(device->surface_alignment - 1);
|
---|
4590 |
|
---|
4591 | mem = HeapAlloc(GetProcessHeap(), 0, outpitch * height);
|
---|
4592 | if(!mem) {
|
---|
4593 | ERR("Out of memory %d, %d!\n", outpitch, height);
|
---|
4594 | if (context) context_release(context);
|
---|
4595 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
4596 | }
|
---|
4597 | d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
|
---|
4598 | } else {
|
---|
4599 | mem = This->resource.allocatedMemory;
|
---|
4600 | }
|
---|
4601 |
|
---|
4602 | /* Make sure the correct pitch is used */
|
---|
4603 | ENTER_GL();
|
---|
4604 | glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
|
---|
4605 | LEAVE_GL();
|
---|
4606 |
|
---|
4607 | if (mem || (This->Flags & SFLAG_PBO))
|
---|
4608 | surface_upload_data(This, gl_info, &desc, srgb, mem);
|
---|
4609 |
|
---|
4610 | /* Restore the default pitch */
|
---|
4611 | ENTER_GL();
|
---|
4612 | glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
---|
4613 | LEAVE_GL();
|
---|
4614 |
|
---|
4615 | if (context) context_release(context);
|
---|
4616 |
|
---|
4617 | /* Don't delete PBO memory */
|
---|
4618 | if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
|
---|
4619 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
4620 | }
|
---|
4621 | }
|
---|
4622 |
|
---|
4623 | #ifdef VBOXWDDM
|
---|
4624 | if (VBOXSHRC_IS_INITIALIZED(This))
|
---|
4625 | {
|
---|
4626 | /* with the shared resource only texture can be considered valid
|
---|
4627 | * to make sure changes done to the resource in the other device context are visible
|
---|
4628 | * because the resource contents is shared via texture.
|
---|
4629 | * One can load and use other locations as needed,
|
---|
4630 | * but they should be reloaded each time on each usage */
|
---|
4631 | Assert(!!(This->Flags & SFLAG_INTEXTURE) || !!(flag & SFLAG_INTEXTURE));
|
---|
4632 | This->Flags &= ~SFLAG_LOCATIONS;
|
---|
4633 | This->Flags |= SFLAG_INTEXTURE;
|
---|
4634 | /* @todo: SFLAG_INSRGBTEX ?? */
|
---|
4635 | // if (in_fbo)
|
---|
4636 | // {
|
---|
4637 | // This->Flags |= SFLAG_INDRAWABLE;
|
---|
4638 | // }
|
---|
4639 | }
|
---|
4640 | else
|
---|
4641 | #endif
|
---|
4642 | {
|
---|
4643 | if(rect == NULL) {
|
---|
4644 | This->Flags |= flag;
|
---|
4645 | }
|
---|
4646 |
|
---|
4647 | if (in_fbo && (This->Flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE))) {
|
---|
4648 | /* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
|
---|
4649 | This->Flags |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
|
---|
4650 | }
|
---|
4651 | }
|
---|
4652 |
|
---|
4653 | return WINED3D_OK;
|
---|
4654 | }
|
---|
4655 |
|
---|
4656 | static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
|
---|
4657 | {
|
---|
4658 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
4659 | IWineD3DSwapChain *swapchain = NULL;
|
---|
4660 |
|
---|
4661 | /* Update the drawable size method */
|
---|
4662 | if(container) {
|
---|
4663 | IWineD3DBase_QueryInterface(container, &IID_IWineD3DSwapChain, (void **) &swapchain);
|
---|
4664 | }
|
---|
4665 | if(swapchain) {
|
---|
4666 | This->get_drawable_size = get_drawable_size_swapchain;
|
---|
4667 | IWineD3DSwapChain_Release(swapchain);
|
---|
4668 | } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
---|
4669 | switch(wined3d_settings.offscreen_rendering_mode) {
|
---|
4670 | case ORM_FBO: This->get_drawable_size = get_drawable_size_fbo; break;
|
---|
4671 | case ORM_BACKBUFFER: This->get_drawable_size = get_drawable_size_backbuffer; break;
|
---|
4672 | }
|
---|
4673 | }
|
---|
4674 |
|
---|
4675 | return IWineD3DBaseSurfaceImpl_SetContainer(iface, container);
|
---|
4676 | }
|
---|
4677 |
|
---|
4678 | static WINED3DSURFTYPE WINAPI IWineD3DSurfaceImpl_GetImplType(IWineD3DSurface *iface) {
|
---|
4679 | return SURFACE_OPENGL;
|
---|
4680 | }
|
---|
4681 |
|
---|
4682 | static HRESULT WINAPI IWineD3DSurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
|
---|
4683 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
4684 | HRESULT hr;
|
---|
4685 |
|
---|
4686 | /* If there's no destination surface there is nothing to do */
|
---|
4687 | if(!This->overlay_dest) return WINED3D_OK;
|
---|
4688 |
|
---|
4689 | /* Blt calls ModifyLocation on the dest surface, which in turn calls DrawOverlay to
|
---|
4690 | * update the overlay. Prevent an endless recursion
|
---|
4691 | */
|
---|
4692 | if(This->overlay_dest->Flags & SFLAG_INOVERLAYDRAW) {
|
---|
4693 | return WINED3D_OK;
|
---|
4694 | }
|
---|
4695 | This->overlay_dest->Flags |= SFLAG_INOVERLAYDRAW;
|
---|
4696 | hr = IWineD3DSurfaceImpl_Blt((IWineD3DSurface *) This->overlay_dest, &This->overlay_destrect,
|
---|
4697 | iface, &This->overlay_srcrect, WINEDDBLT_WAIT,
|
---|
4698 | NULL, WINED3DTEXF_LINEAR);
|
---|
4699 | This->overlay_dest->Flags &= ~SFLAG_INOVERLAYDRAW;
|
---|
4700 |
|
---|
4701 | return hr;
|
---|
4702 | }
|
---|
4703 |
|
---|
4704 | BOOL surface_is_offscreen(IWineD3DSurface *iface)
|
---|
4705 | {
|
---|
4706 | IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
---|
4707 | IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) This->container;
|
---|
4708 |
|
---|
4709 | /* Not on a swapchain - must be offscreen */
|
---|
4710 | if (!(This->Flags & SFLAG_SWAPCHAIN)) return TRUE;
|
---|
4711 |
|
---|
4712 | /* The front buffer is always onscreen */
|
---|
4713 | if(iface == swapchain->frontBuffer) return FALSE;
|
---|
4714 |
|
---|
4715 | /* If the swapchain is rendered to an FBO, the backbuffer is
|
---|
4716 | * offscreen, otherwise onscreen */
|
---|
4717 | return swapchain->render_to_fbo;
|
---|
4718 | }
|
---|
4719 |
|
---|
4720 | const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
|
---|
4721 | {
|
---|
4722 | /* IUnknown */
|
---|
4723 | IWineD3DBaseSurfaceImpl_QueryInterface,
|
---|
4724 | IWineD3DBaseSurfaceImpl_AddRef,
|
---|
4725 | IWineD3DSurfaceImpl_Release,
|
---|
4726 | /* IWineD3DResource */
|
---|
4727 | IWineD3DBaseSurfaceImpl_GetParent,
|
---|
4728 | IWineD3DBaseSurfaceImpl_SetPrivateData,
|
---|
4729 | IWineD3DBaseSurfaceImpl_GetPrivateData,
|
---|
4730 | IWineD3DBaseSurfaceImpl_FreePrivateData,
|
---|
4731 | IWineD3DBaseSurfaceImpl_SetPriority,
|
---|
4732 | IWineD3DBaseSurfaceImpl_GetPriority,
|
---|
4733 | IWineD3DSurfaceImpl_PreLoad,
|
---|
4734 | IWineD3DSurfaceImpl_UnLoad,
|
---|
4735 | IWineD3DBaseSurfaceImpl_GetType,
|
---|
4736 | /* IWineD3DSurface */
|
---|
4737 | IWineD3DBaseSurfaceImpl_GetContainer,
|
---|
4738 | IWineD3DBaseSurfaceImpl_GetDesc,
|
---|
4739 | IWineD3DSurfaceImpl_LockRect,
|
---|
4740 | IWineD3DSurfaceImpl_UnlockRect,
|
---|
4741 | IWineD3DSurfaceImpl_GetDC,
|
---|
4742 | IWineD3DSurfaceImpl_ReleaseDC,
|
---|
4743 | IWineD3DSurfaceImpl_Flip,
|
---|
4744 | IWineD3DSurfaceImpl_Blt,
|
---|
4745 | IWineD3DBaseSurfaceImpl_GetBltStatus,
|
---|
4746 | IWineD3DBaseSurfaceImpl_GetFlipStatus,
|
---|
4747 | IWineD3DBaseSurfaceImpl_IsLost,
|
---|
4748 | IWineD3DBaseSurfaceImpl_Restore,
|
---|
4749 | IWineD3DSurfaceImpl_BltFast,
|
---|
4750 | IWineD3DBaseSurfaceImpl_GetPalette,
|
---|
4751 | IWineD3DBaseSurfaceImpl_SetPalette,
|
---|
4752 | IWineD3DSurfaceImpl_RealizePalette,
|
---|
4753 | IWineD3DBaseSurfaceImpl_SetColorKey,
|
---|
4754 | IWineD3DBaseSurfaceImpl_GetPitch,
|
---|
4755 | IWineD3DSurfaceImpl_SetMem,
|
---|
4756 | IWineD3DBaseSurfaceImpl_SetOverlayPosition,
|
---|
4757 | IWineD3DBaseSurfaceImpl_GetOverlayPosition,
|
---|
4758 | IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
|
---|
4759 | IWineD3DBaseSurfaceImpl_UpdateOverlay,
|
---|
4760 | IWineD3DBaseSurfaceImpl_SetClipper,
|
---|
4761 | IWineD3DBaseSurfaceImpl_GetClipper,
|
---|
4762 | /* Internal use: */
|
---|
4763 | IWineD3DSurfaceImpl_LoadTexture,
|
---|
4764 | IWineD3DSurfaceImpl_BindTexture,
|
---|
4765 | IWineD3DSurfaceImpl_SaveSnapshot,
|
---|
4766 | IWineD3DSurfaceImpl_SetContainer,
|
---|
4767 | IWineD3DBaseSurfaceImpl_GetData,
|
---|
4768 | IWineD3DSurfaceImpl_SetFormat,
|
---|
4769 | IWineD3DSurfaceImpl_PrivateSetup,
|
---|
4770 | IWineD3DSurfaceImpl_ModifyLocation,
|
---|
4771 | IWineD3DSurfaceImpl_LoadLocation,
|
---|
4772 | IWineD3DSurfaceImpl_GetImplType,
|
---|
4773 | IWineD3DSurfaceImpl_DrawOverlay
|
---|
4774 | };
|
---|
4775 |
|
---|
4776 | static HRESULT ffp_blit_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
|
---|
4777 | /* Context activation is done by the caller. */
|
---|
4778 | static void ffp_blit_free(IWineD3DDevice *iface) { }
|
---|
4779 |
|
---|
4780 | /* This function is used in case of 8bit paletted textures using GL_EXT_paletted_texture */
|
---|
4781 | /* Context activation is done by the caller. */
|
---|
4782 | static void ffp_blit_p8_upload_palette(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info)
|
---|
4783 | {
|
---|
4784 | BYTE table[256][4];
|
---|
4785 | BOOL colorkey_active = (surface->CKeyFlags & WINEDDSD_CKSRCBLT) ? TRUE : FALSE;
|
---|
4786 |
|
---|
4787 | d3dfmt_p8_init_palette(surface, table, colorkey_active);
|
---|
4788 |
|
---|
4789 | TRACE("Using GL_EXT_PALETTED_TEXTURE for 8-bit paletted texture support\n");
|
---|
4790 | ENTER_GL();
|
---|
4791 | GL_EXTCALL(glColorTableEXT(surface->texture_target, GL_RGBA, 256, GL_RGBA, GL_UNSIGNED_BYTE, table));
|
---|
4792 | LEAVE_GL();
|
---|
4793 | }
|
---|
4794 |
|
---|
4795 | /* Context activation is done by the caller. */
|
---|
4796 | static HRESULT ffp_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
|
---|
4797 | {
|
---|
4798 | IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
|
---|
4799 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
---|
4800 | enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
|
---|
4801 |
|
---|
4802 | /* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
|
---|
4803 | * else the surface is converted in software at upload time in LoadLocation.
|
---|
4804 | */
|
---|
4805 | if(fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
|
---|
4806 | ffp_blit_p8_upload_palette(surface, gl_info);
|
---|
4807 |
|
---|
4808 | ENTER_GL();
|
---|
4809 | glEnable(surface->texture_target);
|
---|
4810 | checkGLcall("glEnable(surface->texture_target)");
|
---|
4811 | LEAVE_GL();
|
---|
4812 | return WINED3D_OK;
|
---|
4813 | }
|
---|
4814 |
|
---|
4815 | /* Context activation is done by the caller. */
|
---|
4816 | static void ffp_blit_unset(IWineD3DDevice *iface)
|
---|
4817 | {
|
---|
4818 | IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
|
---|
4819 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
---|
4820 |
|
---|
4821 | ENTER_GL();
|
---|
4822 | glDisable(GL_TEXTURE_2D);
|
---|
4823 | checkGLcall("glDisable(GL_TEXTURE_2D)");
|
---|
4824 | if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
|
---|
4825 | {
|
---|
4826 | glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
---|
4827 | checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
---|
4828 | }
|
---|
4829 | if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
|
---|
4830 | {
|
---|
4831 | glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
---|
4832 | checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
---|
4833 | }
|
---|
4834 | LEAVE_GL();
|
---|
4835 | }
|
---|
4836 |
|
---|
4837 | static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
|
---|
4838 | const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
|
---|
4839 | const struct wined3d_format_desc *src_format_desc,
|
---|
4840 | const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
|
---|
4841 | const struct wined3d_format_desc *dst_format_desc)
|
---|
4842 | {
|
---|
4843 | enum complex_fixup src_fixup;
|
---|
4844 |
|
---|
4845 | if (blit_op == BLIT_OP_COLOR_FILL)
|
---|
4846 | {
|
---|
4847 | if (!(dst_usage & WINED3DUSAGE_RENDERTARGET))
|
---|
4848 | {
|
---|
4849 | TRACE("Color fill not supported\n");
|
---|
4850 | return FALSE;
|
---|
4851 | }
|
---|
4852 |
|
---|
4853 | return TRUE;
|
---|
4854 | }
|
---|
4855 |
|
---|
4856 | src_fixup = get_complex_fixup(src_format_desc->color_fixup);
|
---|
4857 | if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
|
---|
4858 | {
|
---|
4859 | TRACE("Checking support for fixup:\n");
|
---|
4860 | dump_color_fixup_desc(src_format_desc->color_fixup);
|
---|
4861 | }
|
---|
4862 |
|
---|
4863 | if (blit_op != BLIT_OP_BLIT)
|
---|
4864 | {
|
---|
4865 | TRACE("Unsupported blit_op=%d\n", blit_op);
|
---|
4866 | return FALSE;
|
---|
4867 | }
|
---|
4868 |
|
---|
4869 | if (!is_identity_fixup(dst_format_desc->color_fixup))
|
---|
4870 | {
|
---|
4871 | TRACE("Destination fixups are not supported\n");
|
---|
4872 | return FALSE;
|
---|
4873 | }
|
---|
4874 |
|
---|
4875 | if (src_fixup == COMPLEX_FIXUP_P8 && gl_info->supported[EXT_PALETTED_TEXTURE])
|
---|
4876 | {
|
---|
4877 | TRACE("P8 fixup supported\n");
|
---|
4878 | return TRUE;
|
---|
4879 | }
|
---|
4880 |
|
---|
4881 | /* We only support identity conversions. */
|
---|
4882 | if (is_identity_fixup(src_format_desc->color_fixup))
|
---|
4883 | {
|
---|
4884 | TRACE("[OK]\n");
|
---|
4885 | return TRUE;
|
---|
4886 | }
|
---|
4887 |
|
---|
4888 | TRACE("[FAILED]\n");
|
---|
4889 | return FALSE;
|
---|
4890 | }
|
---|
4891 |
|
---|
4892 | static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
|
---|
4893 | {
|
---|
4894 | return IWineD3DDeviceImpl_ClearSurface(device, dst_surface, 1 /* Number of rectangles */,
|
---|
4895 | (const WINED3DRECT*)dst_rect, WINED3DCLEAR_TARGET, fill_color, 0.0f /* Z */, 0 /* Stencil */);
|
---|
4896 | }
|
---|
4897 |
|
---|
4898 | const struct blit_shader ffp_blit = {
|
---|
4899 | ffp_blit_alloc,
|
---|
4900 | ffp_blit_free,
|
---|
4901 | ffp_blit_set,
|
---|
4902 | ffp_blit_unset,
|
---|
4903 | ffp_blit_supported,
|
---|
4904 | ffp_blit_color_fill
|
---|
4905 | };
|
---|
4906 |
|
---|
4907 | static HRESULT cpu_blit_alloc(IWineD3DDevice *iface)
|
---|
4908 | {
|
---|
4909 | return WINED3D_OK;
|
---|
4910 | }
|
---|
4911 |
|
---|
4912 | /* Context activation is done by the caller. */
|
---|
4913 | static void cpu_blit_free(IWineD3DDevice *iface)
|
---|
4914 | {
|
---|
4915 | }
|
---|
4916 |
|
---|
4917 | /* Context activation is done by the caller. */
|
---|
4918 | static HRESULT cpu_blit_set(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface)
|
---|
4919 | {
|
---|
4920 | return WINED3D_OK;
|
---|
4921 | }
|
---|
4922 |
|
---|
4923 | /* Context activation is done by the caller. */
|
---|
4924 | static void cpu_blit_unset(IWineD3DDevice *iface)
|
---|
4925 | {
|
---|
4926 | }
|
---|
4927 |
|
---|
4928 | static BOOL cpu_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
|
---|
4929 | const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
|
---|
4930 | const struct wined3d_format_desc *src_format_desc,
|
---|
4931 | const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
|
---|
4932 | const struct wined3d_format_desc *dst_format_desc)
|
---|
4933 | {
|
---|
4934 | if (blit_op == BLIT_OP_COLOR_FILL)
|
---|
4935 | {
|
---|
4936 | return TRUE;
|
---|
4937 | }
|
---|
4938 |
|
---|
4939 | return FALSE;
|
---|
4940 | }
|
---|
4941 |
|
---|
4942 | static HRESULT cpu_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
|
---|
4943 | {
|
---|
4944 | WINEDDBLTFX BltFx;
|
---|
4945 | memset(&BltFx, 0, sizeof(BltFx));
|
---|
4946 | BltFx.dwSize = sizeof(BltFx);
|
---|
4947 | BltFx.u5.dwFillColor = color_convert_argb_to_fmt(fill_color, dst_surface->resource.format_desc->format);
|
---|
4948 | return IWineD3DBaseSurfaceImpl_Blt((IWineD3DSurface*)dst_surface, dst_rect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
|
---|
4949 | }
|
---|
4950 |
|
---|
4951 | const struct blit_shader cpu_blit = {
|
---|
4952 | cpu_blit_alloc,
|
---|
4953 | cpu_blit_free,
|
---|
4954 | cpu_blit_set,
|
---|
4955 | cpu_blit_unset,
|
---|
4956 | cpu_blit_supported,
|
---|
4957 | cpu_blit_color_fill
|
---|
4958 | };
|
---|
4959 |
|
---|
4960 | static BOOL fbo_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_operation blit_op,
|
---|
4961 | const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool,
|
---|
4962 | const struct wined3d_format_desc *src_format_desc,
|
---|
4963 | const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool,
|
---|
4964 | const struct wined3d_format_desc *dst_format_desc)
|
---|
4965 | {
|
---|
4966 | if ((wined3d_settings.offscreen_rendering_mode != ORM_FBO) || !gl_info->fbo_ops.glBlitFramebuffer)
|
---|
4967 | return FALSE;
|
---|
4968 |
|
---|
4969 | /* We only support blitting. Things like color keying / color fill should
|
---|
4970 | * be handled by other blitters.
|
---|
4971 | */
|
---|
4972 | if (blit_op != BLIT_OP_BLIT)
|
---|
4973 | return FALSE;
|
---|
4974 |
|
---|
4975 | /* Source and/or destination need to be on the GL side */
|
---|
4976 | if (src_pool == WINED3DPOOL_SYSTEMMEM || dst_pool == WINED3DPOOL_SYSTEMMEM)
|
---|
4977 | return FALSE;
|
---|
4978 |
|
---|
4979 | if(!((src_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (src_usage & WINED3DUSAGE_RENDERTARGET))
|
---|
4980 | && ((dst_format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_usage & WINED3DUSAGE_RENDERTARGET)))
|
---|
4981 | return FALSE;
|
---|
4982 |
|
---|
4983 | if (!is_identity_fixup(src_format_desc->color_fixup) ||
|
---|
4984 | !is_identity_fixup(dst_format_desc->color_fixup))
|
---|
4985 | return FALSE;
|
---|
4986 |
|
---|
4987 | if (!(src_format_desc->format == dst_format_desc->format
|
---|
4988 | || (is_identity_fixup(src_format_desc->color_fixup)
|
---|
4989 | && is_identity_fixup(dst_format_desc->color_fixup))))
|
---|
4990 | return FALSE;
|
---|
4991 |
|
---|
4992 | return TRUE;
|
---|
4993 | }
|
---|