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697 lines
23 KiB
C
697 lines
23 KiB
C
/*
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* 2D Surface implementation without OpenGL
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*
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* Copyright 1997-2000 Marcus Meissner
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* Copyright 1998-2000 Lionel Ulmer
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* Copyright 2000-2001 TransGaming Technologies Inc.
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2003 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006-2008 Stefan Dösinger
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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#include <stdio.h>
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/* Use the d3d_surface debug channel to have one channel for all surfaces */
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
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void surface_gdi_cleanup(IWineD3DSurfaceImpl *This)
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{
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TRACE("(%p) : Cleaning up.\n", This);
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if (This->Flags & SFLAG_DIBSECTION)
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{
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/* Release the DC. */
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SelectObject(This->hDC, This->dib.holdbitmap);
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DeleteDC(This->hDC);
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/* Release the DIB section. */
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DeleteObject(This->dib.DIBsection);
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This->dib.bitmap_data = NULL;
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This->resource.allocatedMemory = NULL;
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}
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if (This->Flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
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if (This->overlay_dest) list_remove(&This->overlay_entry);
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HeapFree(GetProcessHeap(), 0, This->palette9);
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resource_cleanup((IWineD3DResource *)This);
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}
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/*****************************************************************************
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* IWineD3DSurface::Release, GDI version
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*
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* In general a normal COM Release method, but the GDI version doesn't have
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* to destroy all the GL things.
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*
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*****************************************************************************/
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static ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->resource.ref);
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TRACE("(%p) : Releasing from %d\n", This, ref + 1);
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if (!ref)
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{
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surface_gdi_cleanup(This);
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TRACE("(%p) Released.\n", This);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/*****************************************************************************
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* IWineD3DSurface::PreLoad, GDI version
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*
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* This call is unsupported on GDI surfaces, if it's called something went
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* wrong in the parent library. Write an informative warning
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*
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*****************************************************************************/
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static void WINAPI
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IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface)
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{
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ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface);
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ERR("(%p): Most likely the parent library did something wrong.\n", iface);
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ERR("(%p): Please report to wine-devel\n", iface);
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}
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/*****************************************************************************
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* IWineD3DSurface::UnLoad, GDI version
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*
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* This call is unsupported on GDI surfaces, if it's called something went
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* wrong in the parent library. Write an informative warning.
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*
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*****************************************************************************/
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static void WINAPI IWineGDISurfaceImpl_UnLoad(IWineD3DSurface *iface)
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{
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ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface);
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ERR("(%p): Most likely the parent library did something wrong.\n", iface);
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ERR("(%p): Please report to wine-devel\n", iface);
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}
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/*****************************************************************************
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* IWineD3DSurface::LockRect, GDI version
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*
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* Locks the surface and returns a pointer to the surface memory
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*
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* Params:
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* pLockedRect: Address to return the locking info at
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* pRect: Rectangle to lock
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* Flags: Some flags
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*
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* Returns:
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* WINED3D_OK on success
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* WINED3DERR_INVALIDCALL on errors
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IWineGDISurfaceImpl_LockRect(IWineD3DSurface *iface,
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WINED3DLOCKED_RECT* pLockedRect,
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CONST RECT* pRect,
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DWORD Flags)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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/* Already locked? */
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if(This->Flags & SFLAG_LOCKED)
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{
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WARN("(%p) Surface already locked\n", This);
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/* What should I return here? */
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return WINED3DERR_INVALIDCALL;
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}
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This->Flags |= SFLAG_LOCKED;
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if(!This->resource.allocatedMemory) {
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/* This happens on gdi surfaces if the application set a user pointer and resets it.
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* Recreate the DIB section
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*/
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IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
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This->resource.allocatedMemory = This->dib.bitmap_data;
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}
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return IWineD3DBaseSurfaceImpl_LockRect(iface, pLockedRect, pRect, Flags);
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}
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/*****************************************************************************
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* IWineD3DSurface::UnlockRect, GDI version
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*
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* Unlocks a surface. This implementation doesn't do much, except updating
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* the window if the front buffer is unlocked
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*
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* Returns:
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* WINED3D_OK on success
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* WINED3DERR_INVALIDCALL on failure
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface *iface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DSwapChainImpl *swapchain = NULL;
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TRACE("(%p)\n", This);
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if (!(This->Flags & SFLAG_LOCKED))
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{
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WARN("trying to Unlock an unlocked surf@%p\n", This);
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return WINEDDERR_NOTLOCKED;
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}
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/* Can be useful for debugging */
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#if 0
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{
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static unsigned int gen = 0;
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char buffer[4096];
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++gen;
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if ((gen % 10) == 0) {
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snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm",
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This, This->texture_target, This->texture_level, gen);
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IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
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}
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/*
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* debugging crash code
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if (gen == 250) {
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void** test = NULL;
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*test = 0;
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}
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*/
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}
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#endif
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/* Tell the swapchain to update the screen */
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if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
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{
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if(iface == swapchain->frontBuffer)
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{
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x11_copy_to_screen(swapchain, &This->lockedRect);
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}
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IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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}
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This->Flags &= ~SFLAG_LOCKED;
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memset(&This->lockedRect, 0, sizeof(RECT));
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return WINED3D_OK;
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}
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/*****************************************************************************
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* IWineD3DSurface::Flip, GDI version
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*
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* Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
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* the parent library. This implementation changes the data pointers of the
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* surfaces and copies the new front buffer content to the screen
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*
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* Params:
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* override: Flipping target(e.g. back buffer)
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*
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* Returns:
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* WINED3D_OK on success
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface,
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IWineD3DSurface *override,
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DWORD Flags)
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{
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IWineD3DSwapChainImpl *swapchain = NULL;
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HRESULT hr;
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if(FAILED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
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{
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ERR("Flipped surface is not on a swapchain\n");
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return WINEDDERR_NOTFLIPPABLE;
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}
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hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *) swapchain, NULL, NULL, 0, NULL, 0);
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IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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return hr;
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}
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/*****************************************************************************
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* IWineD3DSurface::LoadTexture, GDI version
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*
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* This is mutually unsupported by GDI surfaces
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*
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* Returns:
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* D3DERR_INVALIDCALL
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*
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*****************************************************************************/
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static HRESULT WINAPI
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IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode)
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{
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ERR("Unsupported on X11 surfaces\n");
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return WINED3DERR_INVALIDCALL;
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}
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/*****************************************************************************
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* IWineD3DSurface::SaveSnapshot, GDI version
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*
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* This method writes the surface's contents to the in tga format to the
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* file specified in filename.
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*
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* Params:
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* filename: File to write to
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*
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* Returns:
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* WINED3DERR_INVALIDCALL if the file couldn't be opened
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* WINED3D_OK on success
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*
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*****************************************************************************/
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static int get_shift(DWORD color_mask) {
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int shift = 0;
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while (color_mask > 0xFF) {
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color_mask >>= 1;
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shift += 1;
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}
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while ((color_mask & 0x80) == 0) {
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color_mask <<= 1;
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shift -= 1;
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}
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return shift;
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}
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static HRESULT WINAPI
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IWineGDISurfaceImpl_SaveSnapshot(IWineD3DSurface *iface,
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const char* filename)
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{
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FILE* f = NULL;
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UINT y = 0, x = 0;
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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static char *output = NULL;
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static UINT size = 0;
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const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
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if (This->pow2Width > size) {
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output = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->pow2Width * 3);
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size = This->pow2Width;
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}
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f = fopen(filename, "w+");
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if (NULL == f) {
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ERR("opening of %s failed with\n", filename);
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return WINED3DERR_INVALIDCALL;
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}
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fprintf(f, "P6\n%d %d\n255\n", This->pow2Width, This->pow2Height);
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if (This->resource.format_desc->format == WINED3DFMT_P8_UINT)
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{
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unsigned char table[256][3];
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int i;
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if (This->palette == NULL) {
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fclose(f);
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return WINED3DERR_INVALIDCALL;
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}
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for (i = 0; i < 256; i++) {
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table[i][0] = This->palette->palents[i].peRed;
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table[i][1] = This->palette->palents[i].peGreen;
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table[i][2] = This->palette->palents[i].peBlue;
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}
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for (y = 0; y < This->pow2Height; y++) {
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unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
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for (x = 0; x < This->pow2Width; x++) {
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unsigned char color = *src;
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src += 1;
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output[3 * x + 0] = table[color][0];
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output[3 * x + 1] = table[color][1];
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output[3 * x + 2] = table[color][2];
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}
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fwrite(output, 3 * This->pow2Width, 1, f);
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}
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} else {
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int red_shift, green_shift, blue_shift, pix_width, alpha_shift;
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pix_width = format_desc->byte_count;
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red_shift = get_shift(format_desc->red_mask);
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green_shift = get_shift(format_desc->green_mask);
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blue_shift = get_shift(format_desc->blue_mask);
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alpha_shift = get_shift(format_desc->alpha_mask);
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for (y = 0; y < This->pow2Height; y++) {
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const unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
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for (x = 0; x < This->pow2Width; x++) {
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unsigned int color;
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unsigned int comp;
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int i;
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color = 0;
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for (i = 0; i < pix_width; i++) {
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color |= src[i] << (8 * i);
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}
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src += 1 * pix_width;
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comp = color & format_desc->red_mask;
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output[3 * x + 0] = red_shift > 0 ? comp >> red_shift : comp << -red_shift;
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comp = color & format_desc->green_mask;
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output[3 * x + 1] = green_shift > 0 ? comp >> green_shift : comp << -green_shift;
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comp = color & format_desc->alpha_mask;
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output[3 * x + 2] = alpha_shift > 0 ? comp >> alpha_shift : comp << -alpha_shift;
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}
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fwrite(output, 3 * This->pow2Width, 1, f);
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}
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}
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fclose(f);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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WINED3DLOCKED_RECT lock;
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HRESULT hr;
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RGBQUAD col[256];
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TRACE("(%p)->(%p)\n",This,pHDC);
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if(!(This->Flags & SFLAG_DIBSECTION))
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{
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WARN("DC not supported on this surface\n");
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return WINED3DERR_INVALIDCALL;
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}
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if(This->Flags & SFLAG_USERPTR) {
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ERR("Not supported on surfaces with an application-provided surfaces\n");
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return WINEDDERR_NODC;
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}
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/* Give more detailed info for ddraw */
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if (This->Flags & SFLAG_DCINUSE)
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return WINEDDERR_DCALREADYCREATED;
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/* Can't GetDC if the surface is locked */
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if (This->Flags & SFLAG_LOCKED)
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return WINED3DERR_INVALIDCALL;
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memset(&lock, 0, sizeof(lock)); /* To be sure */
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/* Should have a DIB section already */
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/* Lock the surface */
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hr = IWineD3DSurface_LockRect(iface,
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&lock,
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NULL,
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0);
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if(FAILED(hr)) {
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ERR("IWineD3DSurface_LockRect failed with hr = %08x\n", hr);
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/* keep the dib section */
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return hr;
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}
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if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
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|| This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
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{
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unsigned int n;
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const PALETTEENTRY *pal = NULL;
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if(This->palette) {
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pal = This->palette->palents;
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} else {
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IWineD3DSurfaceImpl *dds_primary;
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IWineD3DSwapChainImpl *swapchain;
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swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
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dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
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if (dds_primary && dds_primary->palette)
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pal = dds_primary->palette->palents;
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}
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if (pal) {
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for (n=0; n<256; n++) {
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col[n].rgbRed = pal[n].peRed;
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col[n].rgbGreen = pal[n].peGreen;
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col[n].rgbBlue = pal[n].peBlue;
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col[n].rgbReserved = 0;
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}
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SetDIBColorTable(This->hDC, 0, 256, col);
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}
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}
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*pHDC = This->hDC;
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TRACE("returning %p\n",*pHDC);
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This->Flags |= SFLAG_DCINUSE;
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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TRACE("(%p)->(%p)\n",This,hDC);
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if (!(This->Flags & SFLAG_DCINUSE))
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return WINEDDERR_NODC;
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if (This->hDC !=hDC) {
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WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
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return WINEDDERR_NODC;
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}
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/* we locked first, so unlock now */
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IWineD3DSurface_UnlockRect(iface);
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This->Flags &= ~SFLAG_DCINUSE;
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
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RGBQUAD col[256];
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IWineD3DPaletteImpl *pal = This->palette;
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unsigned int n;
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IWineD3DSwapChainImpl *swapchain;
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TRACE("(%p)\n", This);
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if (!pal) return WINED3D_OK;
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if(This->Flags & SFLAG_DIBSECTION) {
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TRACE("(%p): Updating the hdc's palette\n", This);
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for (n=0; n<256; n++) {
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col[n].rgbRed = pal->palents[n].peRed;
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col[n].rgbGreen = pal->palents[n].peGreen;
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col[n].rgbBlue = pal->palents[n].peBlue;
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col[n].rgbReserved = 0;
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}
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SetDIBColorTable(This->hDC, 0, 256, col);
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}
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/* Update the image because of the palette change. Some games like e.g Red Alert
|
|
call SetEntries a lot to implement fading. */
|
|
/* Tell the swapchain to update the screen */
|
|
if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
|
|
{
|
|
if(iface == swapchain->frontBuffer)
|
|
{
|
|
x11_copy_to_screen(swapchain, NULL);
|
|
}
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DSurface::PrivateSetup, GDI version
|
|
*
|
|
* Initializes the GDI surface, aka creates the DIB section we render to
|
|
* The DIB section creation is done by calling GetDC, which will create the
|
|
* section and releasing the dc to allow the app to use it. The dib section
|
|
* will stay until the surface is released
|
|
*
|
|
* GDI surfaces do not need to be a power of 2 in size, so the pow2 sizes
|
|
* are set to the real sizes to save memory. The NONPOW2 flag is unset to
|
|
* avoid confusion in the shared surface code.
|
|
*
|
|
* Returns:
|
|
* WINED3D_OK on success
|
|
* The return values of called methods on failure
|
|
*
|
|
*****************************************************************************/
|
|
static HRESULT WINAPI
|
|
IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
|
|
{
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
HRESULT hr;
|
|
|
|
if(This->resource.usage & WINED3DUSAGE_OVERLAY)
|
|
{
|
|
ERR("(%p) Overlays not yet supported by GDI surfaces\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Sysmem textures have memory already allocated -
|
|
* release it, this avoids an unnecessary memcpy
|
|
*/
|
|
hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
|
|
if(SUCCEEDED(hr))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
|
|
This->resource.heapMemory = NULL;
|
|
This->resource.allocatedMemory = This->dib.bitmap_data;
|
|
}
|
|
|
|
/* We don't mind the nonpow2 stuff in GDI */
|
|
This->pow2Width = This->currentDesc.Width;
|
|
This->pow2Height = This->currentDesc.Height;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
|
|
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
|
|
|
|
/* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
|
|
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
|
ERR("Not supported on render targets\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
|
|
WARN("Surface is locked or the HDC is in use\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(Mem && Mem != This->resource.allocatedMemory) {
|
|
void *release = NULL;
|
|
|
|
/* Do I have to copy the old surface content? */
|
|
if(This->Flags & SFLAG_DIBSECTION) {
|
|
/* Release the DC. No need to hold the critical section for the update
|
|
* Thread because this thread runs only on front buffers, but this method
|
|
* fails for render targets in the check above.
|
|
*/
|
|
SelectObject(This->hDC, This->dib.holdbitmap);
|
|
DeleteDC(This->hDC);
|
|
/* Release the DIB section */
|
|
DeleteObject(This->dib.DIBsection);
|
|
This->dib.bitmap_data = NULL;
|
|
This->resource.allocatedMemory = NULL;
|
|
This->hDC = NULL;
|
|
This->Flags &= ~SFLAG_DIBSECTION;
|
|
} else if(!(This->Flags & SFLAG_USERPTR)) {
|
|
release = This->resource.allocatedMemory;
|
|
}
|
|
This->resource.allocatedMemory = Mem;
|
|
This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
|
|
|
|
/* Now free the old memory if any */
|
|
HeapFree(GetProcessHeap(), 0, release);
|
|
} else if(This->Flags & SFLAG_USERPTR) {
|
|
/* LockRect and GetDC will re-create the dib section and allocated memory */
|
|
This->resource.allocatedMemory = NULL;
|
|
This->Flags &= ~SFLAG_USERPTR;
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/***************************
|
|
*
|
|
***************************/
|
|
static void WINAPI IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
|
|
TRACE("(%p)->(%s, %s)\n", iface,
|
|
flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
|
|
persistent ? "TRUE" : "FALSE");
|
|
/* GDI surfaces can be in system memory only */
|
|
if(flag != SFLAG_INSYSMEM) {
|
|
ERR("GDI Surface requested in gl %s memory\n", flag == SFLAG_INDRAWABLE ? "drawable" : "texture");
|
|
}
|
|
}
|
|
|
|
static HRESULT WINAPI IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
|
|
if(flag != SFLAG_INSYSMEM) {
|
|
ERR("GDI Surface requested to be copied to gl %s\n", flag == SFLAG_INTEXTURE ? "texture" : "drawable");
|
|
} else {
|
|
TRACE("Surface requested in surface memory\n");
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static WINED3DSURFTYPE WINAPI IWineGDISurfaceImpl_GetImplType(IWineD3DSurface *iface) {
|
|
return SURFACE_GDI;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineGDISurfaceImpl_DrawOverlay(IWineD3DSurface *iface) {
|
|
FIXME("GDI surfaces can't draw overlays yet\n");
|
|
return E_FAIL;
|
|
}
|
|
|
|
/* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
|
|
* only IWineD3DBaseSurface and IWineGDISurface ones.
|
|
*/
|
|
const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IWineD3DBaseSurfaceImpl_QueryInterface,
|
|
IWineD3DBaseSurfaceImpl_AddRef,
|
|
IWineGDISurfaceImpl_Release,
|
|
/* IWineD3DResource */
|
|
IWineD3DBaseSurfaceImpl_GetParent,
|
|
IWineD3DBaseSurfaceImpl_GetDevice,
|
|
IWineD3DBaseSurfaceImpl_SetPrivateData,
|
|
IWineD3DBaseSurfaceImpl_GetPrivateData,
|
|
IWineD3DBaseSurfaceImpl_FreePrivateData,
|
|
IWineD3DBaseSurfaceImpl_SetPriority,
|
|
IWineD3DBaseSurfaceImpl_GetPriority,
|
|
IWineGDISurfaceImpl_PreLoad,
|
|
IWineGDISurfaceImpl_UnLoad,
|
|
IWineD3DBaseSurfaceImpl_GetType,
|
|
/* IWineD3DSurface */
|
|
IWineD3DBaseSurfaceImpl_GetContainer,
|
|
IWineD3DBaseSurfaceImpl_GetDesc,
|
|
IWineGDISurfaceImpl_LockRect,
|
|
IWineGDISurfaceImpl_UnlockRect,
|
|
IWineGDISurfaceImpl_GetDC,
|
|
IWineGDISurfaceImpl_ReleaseDC,
|
|
IWineGDISurfaceImpl_Flip,
|
|
IWineD3DBaseSurfaceImpl_Blt,
|
|
IWineD3DBaseSurfaceImpl_GetBltStatus,
|
|
IWineD3DBaseSurfaceImpl_GetFlipStatus,
|
|
IWineD3DBaseSurfaceImpl_IsLost,
|
|
IWineD3DBaseSurfaceImpl_Restore,
|
|
IWineD3DBaseSurfaceImpl_BltFast,
|
|
IWineD3DBaseSurfaceImpl_GetPalette,
|
|
IWineD3DBaseSurfaceImpl_SetPalette,
|
|
IWineGDISurfaceImpl_RealizePalette,
|
|
IWineD3DBaseSurfaceImpl_SetColorKey,
|
|
IWineD3DBaseSurfaceImpl_GetPitch,
|
|
IWineGDISurfaceImpl_SetMem,
|
|
IWineD3DBaseSurfaceImpl_SetOverlayPosition,
|
|
IWineD3DBaseSurfaceImpl_GetOverlayPosition,
|
|
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
|
|
IWineD3DBaseSurfaceImpl_UpdateOverlay,
|
|
IWineD3DBaseSurfaceImpl_SetClipper,
|
|
IWineD3DBaseSurfaceImpl_GetClipper,
|
|
/* Internal use: */
|
|
IWineGDISurfaceImpl_LoadTexture,
|
|
IWineD3DBaseSurfaceImpl_BindTexture,
|
|
IWineGDISurfaceImpl_SaveSnapshot,
|
|
IWineD3DBaseSurfaceImpl_SetContainer,
|
|
IWineD3DBaseSurfaceImpl_GetData,
|
|
IWineD3DBaseSurfaceImpl_SetFormat,
|
|
IWineGDISurfaceImpl_PrivateSetup,
|
|
IWineGDISurfaceImpl_ModifyLocation,
|
|
IWineGDISurfaceImpl_LoadLocation,
|
|
IWineGDISurfaceImpl_GetImplType,
|
|
IWineGDISurfaceImpl_DrawOverlay
|
|
};
|