wine/dlls/wined3d/surface_gdi.c
2010-11-23 13:15:36 +01:00

512 lines
17 KiB
C

/*
* 2D Surface implementation without OpenGL
*
* Copyright 1997-2000 Marcus Meissner
* Copyright 1998-2000 Lionel Ulmer
* Copyright 2000-2001 TransGaming Technologies Inc.
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006-2008 Stefan Dösinger
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
#include <stdio.h>
/* Use the d3d_surface debug channel to have one channel for all surfaces */
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
void surface_gdi_cleanup(IWineD3DSurfaceImpl *This)
{
TRACE("(%p) : Cleaning up.\n", This);
if (This->flags & SFLAG_DIBSECTION)
{
/* Release the DC. */
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;
}
if (This->flags & SFLAG_USERPTR) IWineD3DSurface_SetMem((IWineD3DSurface *)This, NULL);
if (This->overlay_dest) list_remove(&This->overlay_entry);
HeapFree(GetProcessHeap(), 0, This->palette9);
resource_cleanup((IWineD3DResource *)This);
}
/*****************************************************************************
* IWineD3DSurface::Release, GDI version
*
* In general a normal COM Release method, but the GDI version doesn't have
* to destroy all the GL things.
*
*****************************************************************************/
static ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
ULONG ref = InterlockedDecrement(&This->resource.ref);
TRACE("(%p) : Releasing from %d\n", This, ref + 1);
if (!ref)
{
surface_gdi_cleanup(This);
TRACE("(%p) Released.\n", This);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/*****************************************************************************
* IWineD3DSurface::PreLoad, GDI version
*
* This call is unsupported on GDI surfaces, if it's called something went
* wrong in the parent library. Write an informative warning
*
*****************************************************************************/
static void WINAPI
IWineGDISurfaceImpl_PreLoad(IWineD3DSurface *iface)
{
ERR("(%p): PreLoad is not supported on X11 surfaces!\n", iface);
ERR("(%p): Most likely the parent library did something wrong.\n", iface);
ERR("(%p): Please report to wine-devel\n", iface);
}
/*****************************************************************************
* IWineD3DSurface::UnLoad, GDI version
*
* This call is unsupported on GDI surfaces, if it's called something went
* wrong in the parent library. Write an informative warning.
*
*****************************************************************************/
static void WINAPI IWineGDISurfaceImpl_UnLoad(IWineD3DSurface *iface)
{
ERR("(%p): UnLoad is not supported on X11 surfaces!\n", iface);
ERR("(%p): Most likely the parent library did something wrong.\n", iface);
ERR("(%p): Please report to wine-devel\n", iface);
}
static HRESULT WINAPI IWineGDISurfaceImpl_Map(IWineD3DSurface *iface,
WINED3DLOCKED_RECT *pLockedRect, const RECT *pRect, DWORD flags)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
/* Already locked? */
if (This->flags & SFLAG_LOCKED)
{
WARN("(%p) Surface already locked\n", This);
/* What should I return here? */
return WINED3DERR_INVALIDCALL;
}
This->flags |= SFLAG_LOCKED;
if(!This->resource.allocatedMemory) {
/* This happens on gdi surfaces if the application set a user pointer and resets it.
* Recreate the DIB section
*/
IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
This->resource.allocatedMemory = This->dib.bitmap_data;
}
return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, flags);
}
static HRESULT WINAPI IWineGDISurfaceImpl_Unmap(IWineD3DSurface *iface)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
TRACE("(%p)\n", This);
if (!(This->flags & SFLAG_LOCKED))
{
WARN("Trying to unmap unmapped surfaces %p.\n", iface);
return WINEDDERR_NOTLOCKED;
}
/* Tell the swapchain to update the screen */
if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN)
{
IWineD3DSwapChainImpl *swapchain = This->container.u.swapchain;
if (This == swapchain->front_buffer)
{
x11_copy_to_screen(swapchain, &This->lockedRect);
}
}
This->flags &= ~SFLAG_LOCKED;
memset(&This->lockedRect, 0, sizeof(RECT));
return WINED3D_OK;
}
/*****************************************************************************
* IWineD3DSurface::Flip, GDI version
*
* Flips 2 flipping enabled surfaces. Determining the 2 targets is done by
* the parent library. This implementation changes the data pointers of the
* surfaces and copies the new front buffer content to the screen
*
* Params:
* override: Flipping target(e.g. back buffer)
*
* Returns:
* WINED3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD flags)
{
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)iface;
IWineD3DSwapChainImpl *swapchain;
HRESULT hr;
if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
{
ERR("Flipped surface is not on a swapchain\n");
return WINEDDERR_NOTFLIPPABLE;
}
swapchain = surface->container.u.swapchain;
hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
NULL, NULL, swapchain->win_handle, NULL, 0);
return hr;
}
/*****************************************************************************
* IWineD3DSurface::LoadTexture, GDI version
*
* This is mutually unsupported by GDI surfaces
*
* Returns:
* D3DERR_INVALIDCALL
*
*****************************************************************************/
static HRESULT WINAPI
IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode)
{
ERR("Unsupported on X11 surfaces\n");
return WINED3DERR_INVALIDCALL;
}
static void WINAPI IWineGDISurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
{
ERR("Not supported.\n");
}
static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
WINED3DLOCKED_RECT lock;
HRESULT hr;
RGBQUAD col[256];
TRACE("(%p)->(%p)\n",This,pHDC);
if (!(This->flags & SFLAG_DIBSECTION))
{
WARN("DC not supported on this surface\n");
return WINED3DERR_INVALIDCALL;
}
if (This->flags & SFLAG_USERPTR)
{
ERR("Not supported on surfaces with an application-provided surfaces\n");
return WINEDDERR_NODC;
}
/* Give more detailed info for ddraw */
if (This->flags & SFLAG_DCINUSE)
return WINEDDERR_DCALREADYCREATED;
/* Can't GetDC if the surface is locked */
if (This->flags & SFLAG_LOCKED)
return WINED3DERR_INVALIDCALL;
memset(&lock, 0, sizeof(lock)); /* To be sure */
/* Should have a DIB section already */
/* Map the surface. */
hr = IWineD3DSurface_Map(iface, &lock, NULL, 0);
if (FAILED(hr))
{
ERR("IWineD3DSurface_Map failed, hr %#x.\n", hr);
/* keep the dib section */
return hr;
}
if (This->resource.format->id == WINED3DFMT_P8_UINT
|| This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
{
unsigned int n;
const PALETTEENTRY *pal = NULL;
if(This->palette) {
pal = This->palette->palents;
} else {
IWineD3DSurfaceImpl *dds_primary;
IWineD3DSwapChainImpl *swapchain;
swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
dds_primary = swapchain->front_buffer;
if (dds_primary && dds_primary->palette)
pal = dds_primary->palette->palents;
}
if (pal) {
for (n=0; n<256; n++) {
col[n].rgbRed = pal[n].peRed;
col[n].rgbGreen = pal[n].peGreen;
col[n].rgbBlue = pal[n].peBlue;
col[n].rgbReserved = 0;
}
SetDIBColorTable(This->hDC, 0, 256, col);
}
}
*pHDC = This->hDC;
TRACE("returning %p\n",*pHDC);
This->flags |= SFLAG_DCINUSE;
return WINED3D_OK;
}
static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
TRACE("(%p)->(%p)\n",This,hDC);
if (!(This->flags & SFLAG_DCINUSE))
return WINEDDERR_NODC;
if (This->hDC !=hDC) {
WARN("Application tries to release an invalid DC(%p), surface dc is %p\n", hDC, This->hDC);
return WINEDDERR_NODC;
}
/* we locked first, so unlock now */
IWineD3DSurface_Unmap(iface);
This->flags &= ~SFLAG_DCINUSE;
return WINED3D_OK;
}
static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
RGBQUAD col[256];
IWineD3DPaletteImpl *pal = This->palette;
unsigned int n;
TRACE("(%p)\n", This);
if (!pal) return WINED3D_OK;
if (This->flags & SFLAG_DIBSECTION)
{
TRACE("(%p): Updating the hdc's palette\n", This);
for (n=0; n<256; n++) {
col[n].rgbRed = pal->palents[n].peRed;
col[n].rgbGreen = pal->palents[n].peGreen;
col[n].rgbBlue = pal->palents[n].peBlue;
col[n].rgbReserved = 0;
}
SetDIBColorTable(This->hDC, 0, 256, col);
}
/* 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 (This->container.type == WINED3D_CONTAINER_SWAPCHAIN)
{
IWineD3DSwapChainImpl *swapchain = This->container.u.swapchain;
if (This == swapchain->front_buffer)
{
x11_copy_to_screen(swapchain, NULL);
}
}
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)
{
/* Map() and GetDC() will re-create the dib section and allocated memory. */
This->resource.allocatedMemory = NULL;
This->flags &= ~SFLAG_USERPTR;
}
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_SetPrivateData,
IWineD3DBaseSurfaceImpl_GetPrivateData,
IWineD3DBaseSurfaceImpl_FreePrivateData,
IWineD3DBaseSurfaceImpl_SetPriority,
IWineD3DBaseSurfaceImpl_GetPriority,
IWineGDISurfaceImpl_PreLoad,
IWineGDISurfaceImpl_UnLoad,
IWineD3DBaseSurfaceImpl_GetType,
/* IWineD3DSurface */
IWineD3DBaseSurfaceImpl_GetDesc,
IWineGDISurfaceImpl_Map,
IWineGDISurfaceImpl_Unmap,
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,
IWineGDISurfaceImpl_BindTexture,
IWineD3DBaseSurfaceImpl_GetData,
IWineD3DBaseSurfaceImpl_SetFormat,
IWineGDISurfaceImpl_PrivateSetup,
IWineGDISurfaceImpl_GetImplType,
IWineGDISurfaceImpl_DrawOverlay
};