wine/dlls/ddraw/mesa.c
2003-08-05 19:18:19 +00:00

1266 lines
42 KiB
C

/* Direct3D Common functions
* Copyright (c) 1998 Lionel ULMER
*
* This file contains all MESA common code
*
* 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"
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#include "windef.h"
#include "objbase.h"
#include "ddraw.h"
#include "d3d.h"
#include "wine/debug.h"
#include "mesa_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState)
{
switch (dwRenderState) {
case D3DCMP_NEVER: return GL_NEVER;
case D3DCMP_LESS: return GL_LESS;
case D3DCMP_EQUAL: return GL_EQUAL;
case D3DCMP_LESSEQUAL: return GL_LEQUAL;
case D3DCMP_GREATER: return GL_GREATER;
case D3DCMP_NOTEQUAL: return GL_NOTEQUAL;
case D3DCMP_GREATEREQUAL: return GL_GEQUAL;
case D3DCMP_ALWAYS: return GL_ALWAYS;
default: ERR("Unexpected compare type %d !\n", dwRenderState);
}
return GL_ALWAYS;
}
GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState)
{
switch (dwRenderState) {
case D3DSTENCILOP_KEEP: return GL_KEEP;
case D3DSTENCILOP_ZERO: return GL_ZERO;
case D3DSTENCILOP_REPLACE: return GL_REPLACE;
case D3DSTENCILOP_INCRSAT: return GL_INCR;
case D3DSTENCILOP_DECRSAT: return GL_DECR;
case D3DSTENCILOP_INVERT: return GL_INVERT;
case D3DSTENCILOP_INCR: WARN("D3DSTENCILOP_INCR not properly handled !\n"); return GL_INCR;
case D3DSTENCILOP_DECR: WARN("D3DSTENCILOP_DECR not properly handled !\n"); return GL_DECR;
default: ERR("Unexpected compare type %d !\n", dwRenderState);
}
return GL_KEEP;
}
GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState)
{
switch ((D3DBLEND) dwRenderState) {
case D3DBLEND_ZERO: return GL_ZERO;
case D3DBLEND_ONE: return GL_ONE;
case D3DBLEND_SRCALPHA: return GL_SRC_ALPHA;
case D3DBLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA;
case D3DBLEND_DESTALPHA: return GL_DST_ALPHA;
case D3DBLEND_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA;
case D3DBLEND_DESTCOLOR: return GL_DST_COLOR;
case D3DBLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR;
case D3DBLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE;
case D3DBLEND_SRCCOLOR: return GL_SRC_COLOR;
case D3DBLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR;
default: ERR("Unhandled blend mode %d !\n", dwRenderState); return GL_ZERO;
}
}
void set_render_state(IDirect3DDeviceImpl* This,
D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock)
{
DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
/* First, all the stipple patterns */
if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
(dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
} else {
ENTER_GL();
/* All others state variables */
switch (dwRenderStateType) {
case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7),
0,
ICOM_INTERFACE(tex, IDirectDrawSurface7));
} break;
case D3DRENDERSTATE_ANTIALIAS: /* 2 */
if (dwRenderState)
ERR("D3DRENDERSTATE_ANTIALIAS not supported yet !\n");
break;
case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
D3DTEXTURESTAGESTATETYPE d3dTexStageStateType;
if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) d3dTexStageStateType = D3DTSS_ADDRESS;
else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU;
else d3dTexStageStateType = D3DTSS_ADDRESSV;
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
0, d3dTexStageStateType,
dwRenderState);
} break;
case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
if (dwRenderState)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
else
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
break;
case D3DRENDERSTATE_WRAPU: /* 5 */
case D3DRENDERSTATE_WRAPV: /* 6 */
case D3DRENDERSTATE_WRAP0: /* 128 */
case D3DRENDERSTATE_WRAP1: /* 129 */
case D3DRENDERSTATE_WRAP2: /* 130 */
case D3DRENDERSTATE_WRAP3: /* 131 */
case D3DRENDERSTATE_WRAP4: /* 132 */
case D3DRENDERSTATE_WRAP5: /* 133 */
case D3DRENDERSTATE_WRAP6: /* 134 */
case D3DRENDERSTATE_WRAP7: /* 135 */
if (dwRenderState)
ERR("Texture WRAP modes unsupported by OpenGL.. Expect graphical glitches !\n");
break;
case D3DRENDERSTATE_ZENABLE: /* 7 */
/* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be
updated either.. No idea about what happens in D3D.
Maybe replacing the Z function by ALWAYS would be a better idea. */
if (dwRenderState == D3DZB_TRUE) {
if (glThis->depth_test == FALSE) {
glEnable(GL_DEPTH_TEST);
glThis->depth_test = TRUE;
}
} else if (dwRenderState == D3DZB_FALSE) {
if (glThis->depth_test == TRUE) {
glDisable(GL_DEPTH_TEST);
glThis->depth_test = FALSE;
}
} else {
if (glThis->depth_test == FALSE) {
glEnable(GL_DEPTH_TEST);
glThis->depth_test = TRUE;
}
WARN(" w-buffering not supported.\n");
}
break;
case D3DRENDERSTATE_FILLMODE: /* 8 */
switch ((D3DFILLMODE) dwRenderState) {
case D3DFILL_POINT:
glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
break;
case D3DFILL_WIREFRAME:
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
break;
case D3DFILL_SOLID:
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
break;
default:
ERR("Unhandled fill mode %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_SHADEMODE: /* 9 */
switch ((D3DSHADEMODE) dwRenderState) {
case D3DSHADE_FLAT:
glShadeModel(GL_FLAT);
break;
case D3DSHADE_GOURAUD:
glShadeModel(GL_SMOOTH);
break;
default:
ERR("Unhandled shade mode %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
if ((dwRenderState != FALSE) && (glThis->depth_mask == FALSE))
glDepthMask(GL_TRUE);
else if ((dwRenderState == FALSE) && (glThis->depth_mask != FALSE))
glDepthMask(GL_FALSE);
glThis->depth_mask = dwRenderState;
break;
case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
if ((dwRenderState != 0) && (glThis->alpha_test == FALSE))
glEnable(GL_ALPHA_TEST);
else if ((dwRenderState == 0) && (glThis->alpha_test != FALSE))
glDisable(GL_ALPHA_TEST);
glThis->alpha_test = dwRenderState;
break;
case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
DWORD tex_mag = 0xFFFFFFFF;
switch ((D3DTEXTUREFILTER) dwRenderState) {
case D3DFILTER_NEAREST:
tex_mag = D3DTFG_POINT;
break;
case D3DFILTER_LINEAR:
tex_mag = D3DTFG_LINEAR;
break;
default:
ERR("Unhandled texture mag %ld !\n",dwRenderState);
}
if (tex_mag != 0xFFFFFFFF) {
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag);
}
} break;
case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */
DWORD tex_min = 0xFFFFFFFF;
switch ((D3DTEXTUREFILTER) dwRenderState) {
case D3DFILTER_NEAREST:
tex_min = D3DTFN_POINT;
break;
case D3DFILTER_LINEAR:
tex_min = D3DTFN_LINEAR;
break;
default:
ERR("Unhandled texture min %ld !\n",dwRenderState);
}
if (tex_min != 0xFFFFFFFF) {
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min);
}
} break;
case D3DRENDERSTATE_SRCBLEND: /* 19 */
case D3DRENDERSTATE_DESTBLEND: /* 20 */
glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]),
convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1]));
break;
case D3DRENDERSTATE_TEXTUREMAPBLEND: { /* 21 */
IDirect3DDevice7 *d3ddev = ICOM_INTERFACE(This, IDirect3DDevice7);
switch ((D3DTEXTUREBLEND) dwRenderState) {
case D3DTBLEND_DECAL:
if (glThis->current_tex_env != GL_REPLACE) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glThis->current_tex_env = GL_REPLACE;
}
break;
case D3DTBLEND_DECALALPHA:
if (glThis->current_tex_env != GL_REPLACE) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glThis->current_tex_env = GL_DECAL;
}
break;
case D3DTBLEND_MODULATE:
if (glThis->current_tex_env != GL_MODULATE) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glThis->current_tex_env = GL_MODULATE;
}
break;
case D3DTBLEND_MODULATEALPHA:
IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);
IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
break;
default:
ERR("Unhandled texture environment %ld !\n",dwRenderState);
}
} break;
case D3DRENDERSTATE_CULLMODE: /* 22 */
switch ((D3DCULL) dwRenderState) {
case D3DCULL_NONE:
if (glThis->cull_face != 0) {
glDisable(GL_CULL_FACE);
glThis->cull_face = 0;
}
break;
case D3DCULL_CW:
if (glThis->cull_face == 0) {
glEnable(GL_CULL_FACE);
glThis->cull_face = 1;
}
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
break;
case D3DCULL_CCW:
if (glThis->cull_face == 0) {
glEnable(GL_CULL_FACE);
glThis->cull_face = 1;
}
glFrontFace(GL_CW);
glCullFace(GL_BACK);
break;
default:
ERR("Unhandled cull mode %ld !\n",dwRenderState);
}
break;
case D3DRENDERSTATE_ZFUNC: /* 23 */
glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
break;
case D3DRENDERSTATE_ALPHAREF: /* 24 */
case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
glAlphaFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
break;
case D3DRENDERSTATE_DITHERENABLE: /* 26 */
if (dwRenderState)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
break;
case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
if ((dwRenderState != 0) && (glThis->blending == 0)) {
glEnable(GL_BLEND);
} else if ((dwRenderState == 0) && (glThis->blending != 0)) {
glDisable(GL_BLEND);
}
glThis->blending = dwRenderState;
break;
case D3DRENDERSTATE_FOGENABLE: /* 28 */
/* Nothing to do here. Only the storage matters :-) */
break;
case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
if (dwRenderState)
ERR(" Specular Lighting not supported yet.\n");
break;
case D3DRENDERSTATE_SUBPIXEL: /* 31 */
case D3DRENDERSTATE_SUBPIXELX: /* 32 */
/* We do not support this anyway, so why protest :-) */
break;
case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */
if (dwRenderState)
ERR(" Stippled Alpha not supported yet.\n");
break;
case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
GLfloat color[4];
color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f;
color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f;
color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f;
color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f;
glFogfv(GL_FOG_COLOR,color);
/* Note: glFogiv does not seem to work */
} break;
case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */
case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */
case D3DRENDERSTATE_FOGSTART: /* 36 */
case D3DRENDERSTATE_FOGEND: /* 37 */
/* Nothing to do here. Only the storage matters :-) */
break;
case D3DRENDERSTATE_FOGDENSITY: /* 38 */
glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState);
break;
case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
/* This needs to be fixed. */
if ((dwRenderState != 0) && (glThis->blending == 0)) {
glEnable(GL_BLEND);
} else if ((dwRenderState == 0) && (glThis->blending != 0)) {
glDisable(GL_BLEND);
}
glThis->blending = dwRenderState;
break;
case D3DRENDERSTATE_MIPMAPLODBIAS: /* 46 */
IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
0, D3DTSS_MIPMAPLODBIAS,
dwRenderState);
break;
case D3DRENDERSTATE_ZBIAS: /* 47 */
/* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
if (dwRenderState == 0) {
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
glDisable(GL_POLYGON_OFFSET_POINT);
} else {
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_POLYGON_OFFSET_POINT);
glPolygonOffset(1.0, dwRenderState * 1.0);
}
break;
case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
break;
case D3DRENDERSTATE_STENCILENABLE: /* 52 */
if ((dwRenderState != 0) && (glThis->stencil_test == 0))
glEnable(GL_STENCIL_TEST);
else if ((dwRenderState == 0) && (glThis->stencil_test != 0))
glDisable(GL_STENCIL_TEST);
glThis->stencil_test = dwRenderState;
break;
case D3DRENDERSTATE_STENCILFAIL: /* 53 */
case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
case D3DRENDERSTATE_STENCILPASS: /* 55 */
glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]),
convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]),
convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1]));
break;
case D3DRENDERSTATE_STENCILFUNC: /* 56 */
case D3DRENDERSTATE_STENCILREF: /* 57 */
case D3DRENDERSTATE_STENCILMASK: /* 58 */
glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]),
lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1],
lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]);
break;
case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
glStencilMask(dwRenderState);
break;
case D3DRENDERSTATE_TEXTUREFACTOR: /* 60 */
/* Only the storage matters... */
break;
case D3DRENDERSTATE_CLIPPING: /* 136 */
case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */
GLint i;
DWORD mask, runner;
if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) {
mask = ((dwRenderState) ?
(This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x00000000));
} else {
mask = dwRenderState;
}
for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) {
if (mask & runner) {
GLint enabled;
glGetIntegerv(GL_CLIP_PLANE0 + i, &enabled);
if (enabled == GL_FALSE) {
glEnable(GL_CLIP_PLANE0 + i);
/* Need to force a transform change so that this clipping plane parameters are sent
* properly to GL.
*/
glThis->transform_state = GL_TRANSFORM_NONE;
}
} else {
glDisable(GL_CLIP_PLANE0 + i);
}
}
}
break;
case D3DRENDERSTATE_LIGHTING: /* 137 */
/* Nothing to do, only storage matters... */
break;
case D3DRENDERSTATE_AMBIENT: { /* 139 */
float light[4];
light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0;
light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0;
light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0;
light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
} break;
case D3DRENDERSTATE_COLORVERTEX: /* 141 */
/* Nothing to do here.. Only storage matters */
break;
case D3DRENDERSTATE_LOCALVIEWER: /* 142 */
if (dwRenderState)
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
else
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
break;
case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */
if (dwRenderState) {
glEnable(GL_NORMALIZE);
glEnable(GL_RESCALE_NORMAL);
} else {
glDisable(GL_NORMALIZE);
glDisable(GL_RESCALE_NORMAL);
}
break;
case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */
case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */
case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */
case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */
/* Nothing to do here. Only the storage matters :-) */
break;
default:
ERR("Unhandled dwRenderStateType %s (%08x) value : %08lx !\n",
_get_renderstate(dwRenderStateType), dwRenderStateType, dwRenderState);
}
LEAVE_GL();
}
}
void store_render_state(IDirect3DDeviceImpl *This,
D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock)
{
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
/* Some special cases first.. */
if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) {
if (dwRenderState == D3DBLEND_BOTHSRCALPHA) {
lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA;
lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA;
return;
} else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) {
lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA;
lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA;
return;
}
} else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) {
lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState;
lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState;
} else if (dwRenderStateType == D3DRENDERSTATE_WRAPU) {
if (dwRenderState)
lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_U;
else
lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_U;
} else if (dwRenderStateType == D3DRENDERSTATE_WRAPV) {
if (dwRenderState)
lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_V;
else
lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_V;
}
/* Default case */
lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState;
}
void get_render_state(IDirect3DDeviceImpl *This,
D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK *lpStateBlock)
{
*lpdwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
if (TRACE_ON(ddraw))
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
}
void apply_render_state(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock)
{
DWORD i;
TRACE("(%p,%p)\n", This, lpStateBlock);
for(i = 0; i < HIGHEST_RENDER_STATE; i++)
if (lpStateBlock->set_flags.render_state[i])
set_render_state(This, i + 1, lpStateBlock);
}
/* Texture management code.
- upload_surface_to_tex_memory_init initialize the code and computes the GL formats
according to the surface description.
- upload_surface_to_tex_memory does the real upload. If one buffer is split over
multiple textures, this can be called multiple times after the '_init' call. 'rect'
can be NULL if the whole buffer needs to be upload.
- upload_surface_to_tex_memory_release does the clean-up.
These functions are called in the following cases :
- texture management (ie to upload a D3D texture to GL when it changes).
- flush of the 'in-memory' frame buffer to the GL frame buffer using the texture
engine.
- use of the texture engine to simulate Blits to the 3D Device.
*/
typedef enum {
NO_CONVERSION,
CONVERT_PALETTED,
CONVERT_CK_565,
CONVERT_CK_5551,
CONVERT_CK_4444,
CONVERT_CK_4444_ARGB,
CONVERT_CK_1555,
CONVERT_555,
CONVERT_CK_RGB24,
CONVERT_CK_8888,
CONVERT_CK_8888_ARGB,
CONVERT_RGB32_888
} CONVERT_TYPES;
/* Note : we suppose that all the code calling this is protected by the GL lock... Otherwise bad things
may happen :-) */
static GLenum current_format;
static GLenum current_pixel_format;
static CONVERT_TYPES convert_type;
static IDirectDrawSurfaceImpl *current_surface;
static GLuint current_level;
static DWORD current_tex_width;
static DWORD current_tex_height;
static GLuint current_alignement_constraints;
static int current_storage_width;
HRESULT upload_surface_to_tex_memory_init(IDirectDrawSurfaceImpl *surf_ptr, GLuint level, GLenum *current_internal_format,
BOOLEAN need_to_alloc, BOOLEAN need_alpha_ck, DWORD tex_width, DWORD tex_height)
{
const DDPIXELFORMAT * const src_pf = &(surf_ptr->surface_desc.u4.ddpfPixelFormat);
BOOL error = FALSE;
BOOL colorkey_active = need_alpha_ck && (surf_ptr->surface_desc.dwFlags & DDSD_CKSRCBLT);
GLenum internal_format = GL_LUMINANCE; /* A bogus value to be sure to have a nice Mesa warning :-) */
BYTE bpp = GET_BPP(surf_ptr->surface_desc);
BOOL sub_texture = TRUE;
current_surface = surf_ptr;
current_level = level;
/* First, do some sanity checks ... */
if ((surf_ptr->surface_desc.u1.lPitch % bpp) != 0) {
FIXME("Warning : pitch is not a multiple of BPP - not supported yet !\n");
} else {
/* In that case, no need to have any alignement constraints... */
if (current_alignement_constraints != 1) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
current_alignement_constraints = 1;
}
}
/* Note: we only check width here as you cannot have width non-zero while height is set to zero */
if (tex_width == 0) {
sub_texture = FALSE;
tex_width = surf_ptr->surface_desc.dwWidth;
tex_height = surf_ptr->surface_desc.dwHeight;
}
current_tex_width = tex_width;
current_tex_height = tex_height;
if (src_pf->dwFlags & DDPF_PALETTEINDEXED8) {
/* ****************
Paletted Texture
**************** */
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_BYTE;
convert_type = CONVERT_PALETTED;
} else if (src_pf->dwFlags & DDPF_RGB) {
/* ************
RGB Textures
************ */
if (src_pf->u1.dwRGBBitCount == 8) {
if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
(src_pf->u5.dwRGBAlphaBitMask != 0x00)) {
error = TRUE;
} else {
if ((src_pf->u2.dwRBitMask == 0xE0) &&
(src_pf->u3.dwGBitMask == 0x1C) &&
(src_pf->u4.dwBBitMask == 0x03)) {
/* **********************
GL_UNSIGNED_BYTE_3_3_2
********************** */
if (colorkey_active) {
/* This texture format will never be used.. So do not care about color keying
up until the point in time it will be needed :-) */
FIXME(" ColorKeying not supported in the RGB 332 format !");
}
current_format = GL_RGB;
internal_format = GL_RGB;
current_pixel_format = GL_UNSIGNED_BYTE_3_3_2;
convert_type = NO_CONVERSION;
} else {
error = TRUE;
}
}
} else if (src_pf->u1.dwRGBBitCount == 16) {
if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
(src_pf->u5.dwRGBAlphaBitMask != 0x0000)) {
if ((src_pf->u2.dwRBitMask == 0xF800) &&
(src_pf->u3.dwGBitMask == 0x07C0) &&
(src_pf->u4.dwBBitMask == 0x003E) &&
(src_pf->u5.dwRGBAlphaBitMask == 0x0001)) {
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
if (colorkey_active) {
convert_type = CONVERT_CK_5551;
} else {
convert_type = NO_CONVERSION;
}
} else if ((src_pf->u2.dwRBitMask == 0xF000) &&
(src_pf->u3.dwGBitMask == 0x0F00) &&
(src_pf->u4.dwBBitMask == 0x00F0) &&
(src_pf->u5.dwRGBAlphaBitMask == 0x000F)) {
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_SHORT_4_4_4_4;
if (colorkey_active) {
convert_type = CONVERT_CK_4444;
} else {
convert_type = NO_CONVERSION;
}
} else if ((src_pf->u2.dwRBitMask == 0x0F00) &&
(src_pf->u3.dwGBitMask == 0x00F0) &&
(src_pf->u4.dwBBitMask == 0x000F) &&
(src_pf->u5.dwRGBAlphaBitMask == 0xF000)) {
if (colorkey_active) {
convert_type = CONVERT_CK_4444_ARGB;
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_SHORT_4_4_4_4;
} else {
convert_type = NO_CONVERSION;
current_format = GL_BGRA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_SHORT_4_4_4_4_REV;
}
} else if ((src_pf->u2.dwRBitMask == 0x7C00) &&
(src_pf->u3.dwGBitMask == 0x03E0) &&
(src_pf->u4.dwBBitMask == 0x001F) &&
(src_pf->u5.dwRGBAlphaBitMask == 0x8000)) {
if (colorkey_active) {
convert_type = CONVERT_CK_1555;
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
} else {
convert_type = NO_CONVERSION;
current_format = GL_BGRA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_SHORT_1_5_5_5_REV;
}
} else {
error = TRUE;
}
} else {
if ((src_pf->u2.dwRBitMask == 0xF800) &&
(src_pf->u3.dwGBitMask == 0x07E0) &&
(src_pf->u4.dwBBitMask == 0x001F)) {
if (colorkey_active) {
convert_type = CONVERT_CK_565;
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
} else {
convert_type = NO_CONVERSION;
current_format = GL_RGB;
internal_format = GL_RGB;
current_pixel_format = GL_UNSIGNED_SHORT_5_6_5;
}
} else if ((src_pf->u2.dwRBitMask == 0x7C00) &&
(src_pf->u3.dwGBitMask == 0x03E0) &&
(src_pf->u4.dwBBitMask == 0x001F)) {
convert_type = CONVERT_555;
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
} else {
error = TRUE;
}
}
} else if (src_pf->u1.dwRGBBitCount == 24) {
if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
(src_pf->u5.dwRGBAlphaBitMask != 0x000000)) {
error = TRUE;
} else {
if ((src_pf->u2.dwRBitMask == 0xFF0000) &&
(src_pf->u3.dwGBitMask == 0x00FF00) &&
(src_pf->u4.dwBBitMask == 0x0000FF)) {
if (colorkey_active) {
convert_type = CONVERT_CK_RGB24;
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
} else {
convert_type = NO_CONVERSION;
current_format = GL_BGR;
internal_format = GL_RGB;
current_pixel_format = GL_UNSIGNED_BYTE;
}
} else {
error = TRUE;
}
}
} else if (src_pf->u1.dwRGBBitCount == 32) {
if ((src_pf->dwFlags & DDPF_ALPHAPIXELS) &&
(src_pf->u5.dwRGBAlphaBitMask != 0x00000000)) {
if ((src_pf->u2.dwRBitMask == 0xFF000000) &&
(src_pf->u3.dwGBitMask == 0x00FF0000) &&
(src_pf->u4.dwBBitMask == 0x0000FF00) &&
(src_pf->u5.dwRGBAlphaBitMask == 0x000000FF)) {
if (colorkey_active) {
convert_type = CONVERT_CK_8888;
} else {
convert_type = NO_CONVERSION;
}
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
} else if ((src_pf->u2.dwRBitMask == 0x00FF0000) &&
(src_pf->u3.dwGBitMask == 0x0000FF00) &&
(src_pf->u4.dwBBitMask == 0x000000FF) &&
(src_pf->u5.dwRGBAlphaBitMask == 0xFF000000)) {
if (colorkey_active) {
convert_type = CONVERT_CK_8888_ARGB;
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
} else {
convert_type = NO_CONVERSION;
current_format = GL_BGRA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_INT_8_8_8_8_REV;
}
} else {
error = TRUE;
}
} else {
if ((src_pf->u2.dwRBitMask == 0x00FF0000) &&
(src_pf->u3.dwGBitMask == 0x0000FF00) &&
(src_pf->u4.dwBBitMask == 0x000000FF)) {
if (need_alpha_ck == TRUE) {
convert_type = CONVERT_RGB32_888;
current_format = GL_RGBA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_INT_8_8_8_8;
} else {
convert_type = NO_CONVERSION;
current_format = GL_BGRA;
internal_format = GL_RGBA;
current_pixel_format = GL_UNSIGNED_INT_8_8_8_8_REV;
}
} else {
error = TRUE;
}
}
} else {
error = TRUE;
}
} else {
error = TRUE;
}
if (error == TRUE) {
ERR("Unsupported pixel format for textures : \n");
if (ERR_ON(ddraw)) {
DDRAW_dump_pixelformat(src_pf);
}
return DDERR_INVALIDPIXELFORMAT;
} else {
if ((need_to_alloc) ||
(internal_format != *current_internal_format)) {
glTexImage2D(GL_TEXTURE_2D, level, internal_format,
tex_width, tex_height, 0,
current_format, current_pixel_format, NULL);
*current_internal_format = internal_format;
}
}
if ((sub_texture == TRUE) && (convert_type == NO_CONVERSION)) {
current_storage_width = surf_ptr->surface_desc.u1.lPitch / bpp;
} else {
if (surf_ptr->surface_desc.u1.lPitch == (surf_ptr->surface_desc.dwWidth * bpp)) {
current_storage_width = 0;
} else {
current_storage_width = surf_ptr->surface_desc.u1.lPitch / bpp;
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, current_storage_width);
return DD_OK;
}
HRESULT upload_surface_to_tex_memory(RECT *rect, DWORD xoffset, DWORD yoffset, void **temp_buffer)
{
const DDSURFACEDESC * const src_d = (DDSURFACEDESC *)&(current_surface->surface_desc);
void *surf_buffer = NULL;
RECT lrect;
DWORD width, height;
BYTE bpp = GET_BPP(current_surface->surface_desc);
int line_increase;
if (rect == NULL) {
lrect.top = 0;
lrect.left = 0;
lrect.bottom = current_tex_height;
lrect.right = current_tex_width;
rect = &lrect;
}
width = rect->right - rect->left;
height = rect->bottom - rect->top;
/* Used when converting stuff */
line_increase = src_d->u1.lPitch - (width * bpp);
switch (convert_type) {
case CONVERT_PALETTED: {
IDirectDrawPaletteImpl* pal = current_surface->palette;
BYTE table[256][4];
int i;
int x, y;
BYTE *src = (BYTE *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
if (pal == NULL) {
/* Upload a black texture. The real one will be uploaded on palette change */
WARN("Palettized texture Loading with a NULL palette !\n");
memset(table, 0, 256 * 4);
} else {
/* Get the surface's palette */
for (i = 0; i < 256; i++) {
table[i][0] = pal->palents[i].peRed;
table[i][1] = pal->palents[i].peGreen;
table[i][2] = pal->palents[i].peBlue;
if ((src_d->dwFlags & DDSD_CKSRCBLT) &&
(i >= src_d->ddckCKSrcBlt.dwColorSpaceLowValue) &&
(i <= src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
/* We should maybe here put a more 'neutral' color than the standard bright purple
one often used by application to prevent the nice purple borders when bi-linear
filtering is on */
table[i][3] = 0x00;
else
table[i][3] = 0xFF;
}
}
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(DWORD));
dst = (BYTE *) *temp_buffer;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
BYTE color = *src++;
*dst++ = table[color][0];
*dst++ = table[color][1];
*dst++ = table[color][2];
*dst++ = table[color][3];
}
src += line_increase;
}
} break;
case CONVERT_CK_565: {
/* Converting the 565 format in 5551 packed to emulate color-keying.
Note : in all these conversion, it would be best to average the averaging
pixels to get the color of the pixel that will be color-keyed to
prevent 'color bleeding'. This will be done later on if ever it is
too visible.
Note2: when using color-keying + alpha, are the alpha bits part of the
color-space or not ?
*/
int x, y;
WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(WORD));
dst = (WORD *) *temp_buffer;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
WORD color = *src++;
*dst = ((color & 0xFFD0) | ((color & 0x1F) << 1));
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= 0x0001;
dst++;
}
src = (WORD *) (((BYTE *) src) + line_increase);
}
} break;
case CONVERT_CK_5551: {
/* Change the alpha value of the color-keyed pixels to emulate color-keying. */
int x, y;
WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(WORD));
dst = (WORD *) *temp_buffer;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
WORD color = *src++;
*dst = color & 0xFFFE;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= color & 0x0001;
dst++;
}
src = (WORD *) (((BYTE *) src) + line_increase);
}
} break;
case CONVERT_CK_4444: {
/* Change the alpha value of the color-keyed pixels to emulate color-keying. */
int x, y;
WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(WORD));
dst = (WORD *) *temp_buffer;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
WORD color = *src++;
*dst = color & 0xFFF0;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= color & 0x000F;
dst++;
}
src = (WORD *) (((BYTE *) src) + line_increase);
}
} break;
case CONVERT_CK_4444_ARGB: {
/* Move the four Alpha bits... */
int x, y;
WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(WORD));
dst = (WORD *) *temp_buffer;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
WORD color = *src++;
*dst = (color & 0x0FFF) << 4;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= (color & 0xF000) >> 12;
dst++;
}
src = (WORD *) (((BYTE *) src) + line_increase);
}
} break;
case CONVERT_CK_1555: {
int x, y;
WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(WORD));
dst = (WORD *) *temp_buffer;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
WORD color = *src++;
*dst = (color & 0x7FFF) << 1;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= (color & 0x8000) >> 15;
dst++;
}
src = (WORD *) (((BYTE *) src) + line_increase);
}
} break;
case CONVERT_555: {
/* Converting the 0555 format in 5551 packed */
int x, y;
WORD *src = (WORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(WORD));
dst = (WORD *) *temp_buffer;
if (src_d->dwFlags & DDSD_CKSRCBLT) {
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
WORD color = *src++;
*dst = (color & 0x7FFF) << 1;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= 0x0001;
dst++;
}
src = (WORD *) (((BYTE *) src) + line_increase);
}
} else {
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
WORD color = *src++;
*dst++ = ((color & 0x7FFF) << 1) | 0x0001;
}
src = (WORD *) (((BYTE *) src) + line_increase);
}
}
} break;
case CONVERT_CK_RGB24: {
/* This is a pain :-) */
int x, y;
BYTE *src = (BYTE *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top));
DWORD *dst;
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(DWORD));
dst = (DWORD *) *temp_buffer;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
DWORD color = *((DWORD *) src) & 0x00FFFFFF;
src += 3;
*dst = *src++ << 8;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= 0xFF;
dst++;
}
src += line_increase;
}
} break;
case CONVERT_CK_8888: {
/* Just use the alpha component to handle color-keying... */
int x, y;
DWORD *src = (DWORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(DWORD));
dst = (DWORD *) *temp_buffer;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
DWORD color = *src++;
*dst = color & 0xFFFFFF00;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= color & 0x000000FF;
dst++;
}
src = (DWORD *) (((BYTE *) src) + line_increase);
}
} break;
case CONVERT_CK_8888_ARGB: {
int x, y;
DWORD *src = (DWORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(DWORD));
dst = (DWORD *) *temp_buffer;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
DWORD color = *src++;
*dst = (color & 0x00FFFFFF) << 8;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= (color & 0xFF000000) >> 24;
dst++;
}
src = (DWORD *) (((BYTE *) src) + line_increase);
}
} break;
case CONVERT_RGB32_888: {
/* Just add an alpha component and handle color-keying... */
int x, y;
DWORD *src = (DWORD *) (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top)), *dst;
if (*temp_buffer == NULL)
*temp_buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
current_tex_width * current_tex_height * sizeof(DWORD));
dst = (DWORD *) *temp_buffer;
if (src_d->dwFlags & DDSD_CKSRCBLT) {
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
DWORD color = *src++;
*dst = color << 8;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= 0xFF;
dst++;
}
src = (DWORD *) (((BYTE *) src) + line_increase);
}
} else {
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
*dst++ = (*src++ << 8) | 0xFF;
}
src = (DWORD *) (((BYTE *) src) + line_increase);
}
}
} break;
case NO_CONVERSION:
/* Nothing to do here as the name suggests... Just set-up the buffer correctly */
surf_buffer = (((BYTE *) src_d->lpSurface) + (bpp * rect->left) + (src_d->u1.lPitch * rect->top));
break;
}
if (convert_type != NO_CONVERSION) {
/* When doing conversion, the storage is always of width 'width' as there will never
be any Pitch issue... For now :-)
*/
surf_buffer = *temp_buffer;
if (width != current_storage_width) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
current_storage_width = width;
}
}
glTexSubImage2D(GL_TEXTURE_2D,
current_level,
xoffset, yoffset,
width, height,
current_format,
current_pixel_format,
surf_buffer);
return DD_OK;
}
HRESULT upload_surface_to_tex_memory_release(void)
{
current_surface = NULL;
return DD_OK;
}