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surface.c

/*
 * IDirect3DSurface8 implementation
 *
 * Copyright 2002-2004 Jason Edmeades
 * Copyright 2002-2003 Raphael Junqueira
 * Copyright 2004 Christian Costa
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "config.h"

#include <stdarg.h>
#include <stdio.h>

#define COBJMACROS
#define NONAMELESSUNION
#define NONAMELESSSTRUCT

#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"

#include "d3d8_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);

/* IDirect3DVolume IUnknown parts follow: */
HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj)
{
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;

    if (IsEqualGUID(riid, &IID_IUnknown)
        || IsEqualGUID(riid, &IID_IDirect3DSurface8)) {
        IDirect3DSurface8Impl_AddRef(iface);
        *ppobj = This;
        return D3D_OK;
    }

    WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
    return E_NOINTERFACE;
}

ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("(%p) : AddRef from %ld\n", This, ref - 1);

    return ref;
}

ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) {
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
    ULONG ref = InterlockedDecrement(&This->ref);

    TRACE("(%p) : ReleaseRef to %ld\n", This, ref);

    if (ref == 0) {
      HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
      HeapFree(GetProcessHeap(), 0, This);
    }
    return ref;
}

/* IDirect3DSurface8: */
HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) {
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
    TRACE("(%p) : returning %p\n", This, This->Device);
    *ppDevice = (LPDIRECT3DDEVICE8) This->Device;
    /**
     * Note  Calling this method will increase the internal reference count 
     * on the IDirect3DDevice8 interface. 
     */
    IDirect3DDevice8Impl_AddRef(*ppDevice);
    return D3D_OK;
}

HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
    FIXME("(%p) : stub\n", This);    
    return D3D_OK;
}

HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
    FIXME("(%p) : stub\n", This);    
    return D3D_OK;
}

HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
    FIXME("(%p) : stub\n", This);    
    return D3D_OK;
}

HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) {
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
    HRESULT res;
    res = IUnknown_QueryInterface(This->Container, riid, ppContainer);
    if (E_NOINTERFACE == res) { 
      /**
       * If the surface is created using CreateImageSurface, CreateRenderTarget, 
       * or CreateDepthStencilSurface, the surface is considered stand alone. In this case, 
       * GetContainer will return the Direct3D device used to create the surface. 
       */
      res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer);
    }
    TRACE("(%p) : returning %p\n", This, *ppContainer);
    return res;
}

HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) {
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;

    TRACE("(%p) : copying into %p\n", This, pDesc);
    memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC));
    return D3D_OK;
}

HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
    HRESULT hr;
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
  
    /* fixme: should we really lock as such? */
    if (This->inTexture && This->inPBuffer) {
      FIXME("Warning: Surface is in texture memory or pbuffer\n");
      This->inTexture = 0;
      This->inPBuffer = 0;
    }
    
    if (FALSE == This->lockable) {
      /* Note: UpdateTextures calls CopyRects which calls this routine to populate the 
            texture regions, and since the destination is an unlockable region we need
            to tolerate this                                                           */
      TRACE("Warning: trying to lock unlockable surf@%p\n", This);  
      /*return D3DERR_INVALIDCALL; */
    }

    if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
      if (This == This->Device->backBuffer) {
      TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
      } else if (This == This->Device->frontBuffer) {
      TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
      } else if (This == This->Device->renderTarget) {
      TRACE("(%p, renderTarget) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
      } else if (This == This->Device->depthStencilBuffer) {
      TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
      }
    } else {
      TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
    }

    /* DXTn formats don't have exact pitches as they are to the new row of blocks,
         where each block is 4x4 pixels, 8 bytes (dxt1) and 16 bytes (dxt3/5)      
          ie pitch = (width/4) * bytes per block                                  */
    if (This->myDesc.Format == D3DFMT_DXT1) /* DXT1 is 8 bytes per block */
        pLockedRect->Pitch = (This->myDesc.Width/4) * 8;
    else if (This->myDesc.Format == D3DFMT_DXT3 || This->myDesc.Format == D3DFMT_DXT5) /* DXT3/5 is 16 bytes per block */
        pLockedRect->Pitch = (This->myDesc.Width/4) * 16;
    else
        pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width;  /* Bytes / row */    

    if (NULL == pRect) {
      pLockedRect->pBits = This->allocatedMemory;
      This->lockedRect.left   = 0;
      This->lockedRect.top    = 0;
      This->lockedRect.right  = This->myDesc.Width;
      This->lockedRect.bottom = This->myDesc.Height;
      TRACE("Locked Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", &This->lockedRect, This->lockedRect.left, This->lockedRect.top, This->lockedRect.right, This->lockedRect.bottom);
    } else {
      TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);

      if (This->myDesc.Format == D3DFMT_DXT1) { /* DXT1 is half byte per pixel */
          pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + ((pRect->left * This->bytesPerPixel/2));
      } else {
          pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
      }
      This->lockedRect.left   = pRect->left;
      This->lockedRect.top    = pRect->top;
      This->lockedRect.right  = pRect->right;
      This->lockedRect.bottom = pRect->bottom;
    }


    if (0 == This->myDesc.Usage) { /* classic surface */

      /* Nothing to do ;) */

    } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage && !(Flags&D3DLOCK_DISCARD)) { /* render surfaces */
      
      if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer) {
      GLint  prev_store;
      GLenum prev_read;
      
      ENTER_GL();

      /**
       * for render->surface copy begin to begin of allocatedMemory
       * unlock can be more easy
       */
      pLockedRect->pBits = This->allocatedMemory;
      
      glFlush();
      vcheckGLcall("glFlush");
      glGetIntegerv(GL_READ_BUFFER, &prev_read);
      vcheckGLcall("glIntegerv");
      glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
      vcheckGLcall("glIntegerv");

      if (This == This->Device->backBuffer) {
        glReadBuffer(GL_BACK);
      } else if (This == This->Device->frontBuffer || This == This->Device->renderTarget) {
        glReadBuffer(GL_FRONT);
      } else if (This == This->Device->depthStencilBuffer) {
        ERR("Stencil Buffer lock unsupported for now\n");
      }
      vcheckGLcall("glReadBuffer");

      {
        long j;
          GLenum format = D3DFmt2GLFmt(This->Device, This->myDesc.Format);
          GLenum type   = D3DFmt2GLType(This->Device, This->myDesc.Format);
        for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
          glReadPixels(This->lockedRect.left, 
                   This->lockedRect.bottom - j - 1, 
                   This->lockedRect.right - This->lockedRect.left, 
                   1,
                   format, 
                         type, 
                         (char *)pLockedRect->pBits + (pLockedRect->Pitch * (j-This->lockedRect.top)));
          vcheckGLcall("glReadPixels");
        }
      }

      glReadBuffer(prev_read);
      vcheckGLcall("glReadBuffer");

      LEAVE_GL();

      } else {
      FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
      }

    } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */

      FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage);

    } else {
      FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
    }

    if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
      /* Don't dirtify */
    } else {
      /**
       * Dirtify on lock
       * as seen in msdn docs
       */
      IDirect3DSurface8Impl_AddDirtyRect(iface, &This->lockedRect);

      /** Dirtify Container if needed */
      if (NULL != This->Container) {
      IDirect3DBaseTexture8* cont = NULL;
      hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont);
      
      if (SUCCEEDED(hr) && NULL != cont) {
        IDirect3DBaseTexture8Impl_SetDirty(cont, TRUE);
        IDirect3DBaseTexture8_Release(cont);
        cont = NULL;
      }
      }
    }

    TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);

    This->locked = TRUE;
    return D3D_OK;
}

HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
    GLint skipBytes = 0;
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;

    if (FALSE == This->locked) {
      ERR("trying to Unlock an unlocked surf@%p\n", This);  
      return D3DERR_INVALIDCALL;
    }

    if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer || This == This->Device->renderTarget) {
      if (This == This->Device->backBuffer) {
      TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
      } else if (This == This->Device->frontBuffer) {
      TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
      } else if (This == This->Device->depthStencilBuffer) {
      TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
      } else if (This == This->Device->renderTarget) {
      TRACE("(%p, renderTarget) : dirtyfied(%d)\n", This, This->Dirty);
      }
    } else {
      TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty);
    }

    if (FALSE == This->Dirty) {
      TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
      goto unlock_end;
    }

    if (0 == This->myDesc.Usage) { /* classic surface */
      /**
       * nothing to do
       * waiting to reload the surface via IDirect3DDevice8::UpdateTexture
       */
    } else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */

      if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This == This->Device->renderTarget) {
      GLint  prev_store;
      GLenum prev_draw;
      GLint  prev_rasterpos[4];

      ENTER_GL();
      
      glFlush();
      vcheckGLcall("glFlush");
      glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
      vcheckGLcall("glIntegerv");
      glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
      vcheckGLcall("glIntegerv");
      glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
      vcheckGLcall("glIntegerv");
        glPixelZoom(1.0, -1.0);
        vcheckGLcall("glPixelZoom");

        /* glDrawPixels transforms the raster position as though it was a vertex -
           we want to draw at screen position 0,0 - Set up ortho (rhw) mode as   
           per drawprim (and leave set - it will sort itself out due to last_was_rhw */
        if (!This->Device->last_was_rhw) {

            double X, Y, height, width, minZ, maxZ;
            This->Device->last_was_rhw = TRUE;

            /* Transformed already into viewport coordinates, so we do not need transform
               matrices. Reset all matrices to identity and leave the default matrix in world 
               mode.                                                                         */
            glMatrixMode(GL_MODELVIEW);
            checkGLcall("glMatrixMode");
            glLoadIdentity();
            checkGLcall("glLoadIdentity");

            glMatrixMode(GL_PROJECTION);
            checkGLcall("glMatrixMode");
            glLoadIdentity();
            checkGLcall("glLoadIdentity");

            /* Set up the viewport to be full viewport */
            X      = This->Device->StateBlock->viewport.X;
            Y      = This->Device->StateBlock->viewport.Y;
            height = This->Device->StateBlock->viewport.Height;
            width  = This->Device->StateBlock->viewport.Width;
            minZ   = This->Device->StateBlock->viewport.MinZ;
            maxZ   = This->Device->StateBlock->viewport.MaxZ;
            TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
            glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
            checkGLcall("glOrtho");

            /* Window Coord 0 is the middle of the first pixel, so translate by half
               a pixel (See comment above glTranslate below)                         */
            glTranslatef(0.5, 0.5, 0);
            checkGLcall("glTranslatef(0.5, 0.5, 0)");
        }

      if (This == This->Device->backBuffer) {
        glDrawBuffer(GL_BACK);
      } else if (This == This->Device->frontBuffer || This == This->Device->renderTarget) {
        glDrawBuffer(GL_FRONT);
      }
      vcheckGLcall("glDrawBuffer");

    /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
    glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, This->myDesc.Width);

    /* And back buffers are not blended */
    glDisable(GL_BLEND);

      glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
      vcheckGLcall("glRasterPos2f");
      switch (This->myDesc.Format) {
      case D3DFMT_R5G6B5:
        {
          glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
                   GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
          vcheckGLcall("glDrawPixels");
        }
        break;
      case D3DFMT_R8G8B8:
        {
          glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
                   GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
          vcheckGLcall("glDrawPixels");
        }
        break;
      case D3DFMT_A8R8G8B8:
        {
          glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
          vcheckGLcall("glPixelStorei");
          glDrawPixels(This->lockedRect.right - This->lockedRect.left, (This->lockedRect.bottom - This->lockedRect.top)-1,
                   GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
          vcheckGLcall("glDrawPixels");
          glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
          vcheckGLcall("glPixelStorei");
        }
        break;
      default:
        FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format);
      }

        glPixelZoom(1.0,1.0);
        vcheckGLcall("glPixelZoom");
      glDrawBuffer(prev_draw);
      vcheckGLcall("glDrawBuffer");
      glRasterPos3iv(&prev_rasterpos[0]);
      vcheckGLcall("glRasterPos3iv");

    /* Reset to previous pack row length / blending state */
    glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
    if (This->Device->StateBlock->renderstate[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);

      LEAVE_GL();

      /** restore clean dirty state */
      IDirect3DSurface8Impl_CleanDirtyRect(iface);

      } else {
      FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
      }

    } else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
    
      if (This == This->Device->depthStencilBuffer) {
      FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
      } else {
      FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
      }

    } else {
      FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
    }

unlock_end:
    This->locked = FALSE;
    memset(&This->lockedRect, 0, sizeof(RECT));
    return D3D_OK;
}


IDirect3DSurface8Vtbl Direct3DSurface8_Vtbl =
{
    IDirect3DSurface8Impl_QueryInterface,
    IDirect3DSurface8Impl_AddRef,
    IDirect3DSurface8Impl_Release,
    IDirect3DSurface8Impl_GetDevice,
    IDirect3DSurface8Impl_SetPrivateData,
    IDirect3DSurface8Impl_GetPrivateData,
    IDirect3DSurface8Impl_FreePrivateData,
    IDirect3DSurface8Impl_GetContainer,
    IDirect3DSurface8Impl_GetDesc,
    IDirect3DSurface8Impl_LockRect,
    IDirect3DSurface8Impl_UnlockRect,
};


HRESULT WINAPI IDirect3DSurface8Impl_LoadTexture(LPDIRECT3DSURFACE8 iface, UINT gl_target, UINT gl_level) {
  IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;

  if (This->inTexture)
    return D3D_OK;
  if (This->inPBuffer) {
    ENTER_GL();
    if (gl_level != 0)
      FIXME("Surface in texture is only supported for level 0\n");
    else if (This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8 ||
        This->myDesc.Format == D3DFMT_DXT1 || This->myDesc.Format == D3DFMT_DXT3 ||
        This->myDesc.Format == D3DFMT_DXT5)
      FIXME("Format %d not supported\n", This->myDesc.Format);
    else {
      glCopyTexImage2D(gl_target,
                   0,
                   D3DFmt2GLIntFmt(This->Device,
                     This->myDesc.Format),
                   0,
                   0,/*This->surfaces[j][i]->myDesc.Height-1,*/
                   This->myDesc.Width,
                   This->myDesc.Height,
                   0);
      TRACE("Updating target %d\n", gl_target);
      This->inTexture = TRUE;
    }
    LEAVE_GL();
    return D3D_OK;
  }
  
  if ((This->myDesc.Format == D3DFMT_P8 || This->myDesc.Format == D3DFMT_A8P8) && 
      !GL_SUPPORT_DEV(EXT_PALETTED_TEXTURE, This->Device)) {
    /**
     * wanted a paletted texture and not really support it in HW 
     * so software emulation code begin
     */
    UINT i;
    PALETTEENTRY* pal = This->Device->palettes[This->Device->currentPalette];
    VOID* surface = (VOID*) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->myDesc.Width * This->myDesc.Height * sizeof(DWORD));
    BYTE* dst = (BYTE*) surface;
    BYTE* src = (BYTE*) This->allocatedMemory;
          
    for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
      BYTE color = *src++;
      *dst++ = pal[color].peRed;
      *dst++ = pal[color].peGreen;
      *dst++ = pal[color].peBlue;
      if (This->myDesc.Format == D3DFMT_A8P8)
      *dst++ = pal[color].peFlags; 
      else
      *dst++ = 0xFF; 
    }

    ENTER_GL();
    
    TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
        gl_target,
        gl_level, 
        GL_RGBA,
        This->myDesc.Width, 
        This->myDesc.Height, 
        0, 
        GL_RGBA,
        GL_UNSIGNED_BYTE,
        surface);
    glTexImage2D(gl_target,
             gl_level, 
             GL_RGBA,
             This->myDesc.Width,
             This->myDesc.Height,
             0,
             GL_RGBA,
             GL_UNSIGNED_BYTE,
             surface);
    checkGLcall("glTexImage2D");
    HeapFree(GetProcessHeap(), 0, surface);

    LEAVE_GL();

    return D3D_OK;    
  }

  if (This->myDesc.Format == D3DFMT_DXT1 || 
      This->myDesc.Format == D3DFMT_DXT3 || 
      This->myDesc.Format == D3DFMT_DXT5) {
    if (GL_SUPPORT_DEV(EXT_TEXTURE_COMPRESSION_S3TC, This->Device)) {
      TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
          gl_target, 
          gl_level, 
          D3DFmt2GLIntFmt(This->Device, This->myDesc.Format), 
          This->myDesc.Width, 
          This->myDesc.Height, 
          0, 
          This->myDesc.Size,
          This->allocatedMemory);
      
      ENTER_GL();

      GL_EXTCALL_DEV(glCompressedTexImage2DARB, This->Device)(gl_target, 
                                                gl_level, 
                                                D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
                                                This->myDesc.Width,
                                                This->myDesc.Height,
                                                0,
                                                This->myDesc.Size,
                                                This->allocatedMemory);
      checkGLcall("glCommpressedTexTexImage2D");

      LEAVE_GL();
    } else {
      FIXME("Using DXT1/3/5 without advertized support\n");
    }
  } else {

    TRACE("Calling glTexImage2D %x i=%d, d3dfmt=%s, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
        gl_target, 
        gl_level, 
        debug_d3dformat(This->myDesc.Format),
        D3DFmt2GLIntFmt(This->Device, This->myDesc.Format), 
        This->myDesc.Width, 
        This->myDesc.Height, 
        0, 
        D3DFmt2GLFmt(This->Device, This->myDesc.Format), 
        D3DFmt2GLType(This->Device, This->myDesc.Format),
        This->allocatedMemory);

    ENTER_GL();

    glTexImage2D(gl_target, 
             gl_level,
             D3DFmt2GLIntFmt(This->Device, This->myDesc.Format),
             This->myDesc.Width,
             This->myDesc.Height,
             0,
             D3DFmt2GLFmt(This->Device, This->myDesc.Format),
             D3DFmt2GLType(This->Device, This->myDesc.Format),
             This->allocatedMemory);
    checkGLcall("glTexImage2D");

    LEAVE_GL();

#if 0
    {
      static unsigned int gen = 0;
      char buffer[4096];
      ++gen;
      if ((gen % 10) == 0) {
      snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, gl_target, gl_level, gen);
      IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8) This, buffer);
      }
      /*
       * debugging crash code
      if (gen == 250) {
      void** test = NULL;
      *test = 0;
      }
      */
    }
#endif
  }

  return D3D_OK;
}

#include <errno.h>
HRESULT WINAPI IDirect3DSurface8Impl_SaveSnapshot(LPDIRECT3DSURFACE8 iface, const char* filename) {
  FILE* f = NULL;
  ULONG i;
  IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;

  f = fopen(filename, "w+");
  if (NULL == f) {
    ERR("opening of %s failed with: %s\n", filename, strerror(errno));
    return D3DERR_INVALIDCALL;
  }

  TRACE("opened %s with format %s\n", filename, debug_d3dformat(This->myDesc.Format));

  fprintf(f, "P6\n%u %u\n255\n", This->myDesc.Width, This->myDesc.Height);
  switch (This->myDesc.Format) {
  case D3DFMT_X8R8G8B8:
  case D3DFMT_A8R8G8B8:
    {
      DWORD color;
      for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
      color = ((DWORD*) This->allocatedMemory)[i];
      fputc((color >> 16) & 0xFF, f);
      fputc((color >>  8) & 0xFF, f);
      fputc((color >>  0) & 0xFF, f);
      }
    }
    break;
  case D3DFMT_R8G8B8:
    {
      BYTE* color;
      for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
      color = ((BYTE*) This->allocatedMemory) + (3 * i);
      fputc((color[0]) & 0xFF, f);
      fputc((color[1]) & 0xFF, f);
      fputc((color[2]) & 0xFF, f);
      }
    }
    break;
  case D3DFMT_A1R5G5B5: 
    {
      WORD color;
      for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
      color = ((WORD*) This->allocatedMemory)[i];
      fputc(((color >> 10) & 0x1F) * 255 / 31, f);
      fputc(((color >>  5) & 0x1F) * 255 / 31, f);
      fputc(((color >>  0) & 0x1F) * 255 / 31, f);
      }
    }
    break;
  case D3DFMT_A4R4G4B4:
    {
      WORD color;
      for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
      color = ((WORD*) This->allocatedMemory)[i];
      fputc(((color >>  8) & 0x0F) * 255 / 15, f);
      fputc(((color >>  4) & 0x0F) * 255 / 15, f);
      fputc(((color >>  0) & 0x0F) * 255 / 15, f);
      }
    }
    break;

  case D3DFMT_R5G6B5: 
    {
      WORD color;
      for (i = 0; i < This->myDesc.Width * This->myDesc.Height; i++) {
      color = ((WORD*) This->allocatedMemory)[i];
      fputc(((color >> 11) & 0x1F) * 255 / 31, f);
      fputc(((color >>  5) & 0x3F) * 255 / 63, f);
      fputc(((color >>  0) & 0x1F) * 255 / 31, f);
      }
    }
    break;
  default: 
    FIXME("Unimplemented dump mode format(%u,%s)\n", This->myDesc.Format, debug_d3dformat(This->myDesc.Format));
  }
  fclose(f);
  return D3D_OK;
}

HRESULT WINAPI IDirect3DSurface8Impl_CleanDirtyRect(LPDIRECT3DSURFACE8 iface) {
  IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
  This->Dirty = FALSE;
  This->dirtyRect.left   = This->myDesc.Width;
  This->dirtyRect.top    = This->myDesc.Height;
  This->dirtyRect.right  = 0;
  This->dirtyRect.bottom = 0;
  return D3D_OK;
}

/**
 * Raphael:
 *   very stupid way to handle multiple dirty rects but it works :)
 */
extern HRESULT WINAPI IDirect3DSurface8Impl_AddDirtyRect(LPDIRECT3DSURFACE8 iface, CONST RECT* pDirtyRect) {
  IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;
  This->Dirty = TRUE;
  if (NULL != pDirtyRect) {
    This->dirtyRect.left   = min(This->dirtyRect.left,   pDirtyRect->left);
    This->dirtyRect.top    = min(This->dirtyRect.top,    pDirtyRect->top);
    This->dirtyRect.right  = max(This->dirtyRect.right,  pDirtyRect->right);
    This->dirtyRect.bottom = max(This->dirtyRect.bottom, pDirtyRect->bottom);
  } else {
    This->dirtyRect.left   = 0;
    This->dirtyRect.top    = 0;
    This->dirtyRect.right  = This->myDesc.Width;
    This->dirtyRect.bottom = This->myDesc.Height;
  }
  return D3D_OK;
}

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