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wine
wine-cw
Commits
c99a3faf
Commit
c99a3faf
authored
Sep 27, 2005
by
Oliver Stieber
Committed by
Alexandre Julliard
Sep 27, 2005
Browse files
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Plain Diff
Change the format of surface_SaveSnapshot to TGA from PPM and add
support for compressed textures and an alpha channel.
parent
0ec183cf
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
145 additions
and
72 deletions
+145
-72
drawprim.c
dlls/wined3d/drawprim.c
+21
-9
surface.c
dlls/wined3d/surface.c
+124
-63
No files found.
dlls/wined3d/drawprim.c
View file @
c99a3faf
...
...
@@ -28,6 +28,10 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
WINE_DECLARE_DEBUG_CHANNEL
(
d3d_shader
);
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
#ifdef SHOW_FRAME_MAKEUP
#include <stdio.h>
#endif
#if 0 /* TODO */
extern IWineD3DVertexShaderImpl* VertexShaders[64];
extern IWineD3DVertexDeclarationImpl* VertexShaderDeclarations[64];
...
...
@@ -2058,34 +2062,42 @@ void drawPrimitive(IWineD3DDevice *iface,
TRACE
(
"Done all gl drawing
\n
"
);
/* Diagnostics */
#if
defined(SHOW_FRAME_MAKEUP)
#if
def SHOW_FRAME_MAKEUP
{
if
(
isDumpingFrames
)
{
static
long
int
primCounter
=
0
;
/* NOTE: set primCounter to the value reported by drawprim
before you want to to write frame makeup to /tmp */
if
(
primCounter
>=
0
)
{
D3DLOCKED_RECT
r
;
char
buffer
[
80
];
IWineD3DSurface_LockRect
(
This
->
renderTarget
,
&
r
,
NULL
,
D3DLOCK_READONLY
);
sprintf
(
buffer
,
"/tmp/backbuffer_%ld.
ppm
"
,
primCounter
);
sprintf
(
buffer
,
"/tmp/backbuffer_%ld.
tga
"
,
primCounter
);
TRACE
(
"Saving screenshot %s
\n
"
,
buffer
);
IWineD3DSurface_SaveSnapshot
(
This
->
renderTarget
,
buffer
);
IWineD3DSurface_UnlockRect
(
This
->
renderTarget
);
#if
defined(SHOW_TEXTURE_MAKEUP)
#if
def SHOW_TEXTURE_MAKEUP
{
IWineD3DSurface
*
pSur
;
int
textureNo
;
for
(
textureNo
=
0
;
textureNo
<
GL_LIMITS
(
textures
);
++
textureNo
)
{
if
(
This
->
stateBlock
->
textures
[
textureNo
]
!=
NULL
)
{
sprintf
(
buffer
,
"/tmp/texture_%
ld_%d.ppm"
,
primCounter
,
textureNo
);
sprintf
(
buffer
,
"/tmp/texture_%
p_%ld_%d.tga"
,
This
->
stateBlock
->
textures
[
textureNo
]
,
primCounter
,
textureNo
);
TRACE
(
"Saving texture %s
\n
"
,
buffer
);
IWineD3DTexture_GetSurfaceLevel
(
This
->
stateBlock
->
textures
[
textureNo
],
0
,
&
pSur
);
IWineD3DSurface_SaveSnapshot
(
pSur
,
buffer
);
IWineD3DSurface_Release
(
pSur
);
if
(
IWineD3DBaseTexture_GetType
(
This
->
stateBlock
->
textures
[
textureNo
])
==
D3DRTYPE_TEXTURE
)
{
IWineD3DTexture_GetSurfaceLevel
((
IWineD3DTexture
*
)
This
->
stateBlock
->
textures
[
textureNo
],
0
,
&
pSur
);
IWineD3DSurface_SaveSnapshot
(
pSur
,
buffer
);
IWineD3DSurface_Release
(
pSur
);
}
else
{
FIXME
(
"base Texture isn't of type texture %d
\n
"
,
IWineD3DBaseTexture_GetType
(
This
->
stateBlock
->
textures
[
textureNo
]));
}
}
}
}
#endif
++
primCounter
;
}
TRACE
(
"drawprim #%ld
\n
"
,
primCounter
);
++
primCounter
;
}
#endif
}
dlls/wined3d/surface.c
View file @
c99a3faf
...
...
@@ -1116,80 +1116,141 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
#include <stdio.h>
HRESULT
WINAPI
IWineD3DSurfaceImpl_SaveSnapshot
(
IWineD3DSurface
*
iface
,
const
char
*
filename
)
{
FILE
*
f
=
NULL
;
U
LONG
i
;
U
INT
i
,
y
;
IWineD3DSurfaceImpl
*
This
=
(
IWineD3DSurfaceImpl
*
)
iface
;
char
*
allocatedMemory
;
char
*
textureRow
;
IWineD3DSwapChain
*
swapChain
=
NULL
;
int
width
,
height
;
GLuint
tmpTexture
;
DWORD
color
;
/*FIXME:
Textures my not be stored in ->allocatedgMemory and a GlTexture
so we should lock the surface before saving a snapshot, or atleast check that
*/
/* TODO: Compressed texture images can be obtained from the GL in uncompressed form
by calling GetTexImage and in compressed form by calling
GetCompressedTexImageARB. Queried compressed images can be saved and
later reused by calling CompressedTexImage[123]DARB. Pre-compressed
texture images do not need to be processed by the GL and should
significantly improve texture loading performance relative to uncompressed
images. */
/* Setup the width and height to be the internal texture width and height. */
width
=
This
->
pow2Width
;
height
=
This
->
pow2Height
;
/* check to see if were a 'virtual' texture e.g. were not a pbuffer of texture were a back buffer*/
IWineD3DSurface_GetContainer
(
iface
,
&
IID_IWineD3DSwapChain
,
(
void
**
)
&
swapChain
);
if
(
swapChain
||
This
->
inPBuffer
)
{
/* if were not a real texture then read the back buffer into a real texture*/
/* we don't want to interfere with the back buffer so read the data into a tempory texture and then save the data out of the tempory texture */
GLint
prevRead
;
ENTER_GL
();
FIXME
(
"(%p) This surface needs to be locked before a snapshot can be taken
\n
"
,
This
);
glEnable
(
GL_TEXTURE_2D
);
glGenTextures
(
1
,
&
tmpTexture
);
glBindTexture
(
GL_TEXTURE_2D
,
tmpTexture
);
glTexImage2D
(
GL_TEXTURE_2D
,
0
,
GL_RGBA
,
width
,
height
,
0
/*border*/
,
GL_RGBA
,
GL_UNSIGNED_INT_8_8_8_8_REV
,
NULL
);
glGetIntegerv
(
GL_READ_BUFFER
,
&
prevRead
);
vcheckGLcall
(
"glGetIntegerv"
);
glReadBuffer
(
GL_BACK
);
vcheckGLcall
(
"glReadBuffer"
);
glCopyTexImage2D
(
GL_TEXTURE_2D
,
0
,
GL_RGBA
,
0
,
0
,
width
,
height
,
0
);
checkGLcall
(
"glCopyTexImage2D"
);
glReadBuffer
(
prevRead
);
LEAVE_GL
();
}
else
{
/* bind the real texture */
IWineD3DSurface_PreLoad
(
iface
);
}
allocatedMemory
=
HeapAlloc
(
GetProcessHeap
(),
0
,
width
*
height
*
4
);
ENTER_GL
();
FIXME
(
"Saving texture level %d width %d height %d
\n
"
,
This
->
glDescription
.
level
,
width
,
height
);
glGetTexImage
(
GL_TEXTURE_2D
,
This
->
glDescription
.
level
,
GL_RGBA
,
GL_UNSIGNED_INT_8_8_8_8_REV
,
allocatedMemory
);
checkGLcall
(
"glTexImage2D"
);
if
(
tmpTexture
)
{
glBindTexture
(
GL_TEXTURE_2D
,
0
);
glDeleteTextures
(
1
,
&
tmpTexture
);
}
LEAVE_GL
();
f
=
fopen
(
filename
,
"w+"
);
if
(
NULL
==
f
)
{
ERR
(
"opening of %s failed with: %s
\n
"
,
filename
,
strerror
(
errno
));
return
D3DERR_INVALIDCALL
;
}
TRACE
(
"opened %s with format %s
\n
"
,
filename
,
debug_d3dformat
(
This
->
resource
.
format
));
fprintf
(
f
,
"P6
\n
%u %u
\n
255
\n
"
,
This
->
currentDesc
.
Width
,
This
->
currentDesc
.
Height
);
switch
(
This
->
resource
.
format
)
{
case
WINED3DFMT_X8R8G8B8
:
case
WINED3DFMT_A8R8G8B8
:
{
DWORD
color
;
for
(
i
=
0
;
i
<
This
->
currentDesc
.
Width
*
This
->
currentDesc
.
Height
;
i
++
)
{
color
=
((
DWORD
*
)
This
->
resource
.
allocatedMemory
)[
i
];
fputc
((
color
>>
16
)
&
0xFF
,
f
);
fputc
((
color
>>
8
)
&
0xFF
,
f
);
fputc
((
color
>>
0
)
&
0xFF
,
f
);
}
}
break
;
case
WINED3DFMT_R8G8B8
:
{
BYTE
*
color
;
for
(
i
=
0
;
i
<
This
->
currentDesc
.
Width
*
This
->
currentDesc
.
Height
;
i
++
)
{
color
=
((
BYTE
*
)
This
->
resource
.
allocatedMemory
)
+
(
3
*
i
);
fputc
((
color
[
0
])
&
0xFF
,
f
);
fputc
((
color
[
1
])
&
0xFF
,
f
);
fputc
((
color
[
2
])
&
0xFF
,
f
);
}
/* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/
TRACE
(
"(%p) opened %s with format %s
\n
"
,
This
,
filename
,
debug_d3dformat
(
This
->
resource
.
format
));
/* TGA header */
fputc
(
0
,
f
);
fputc
(
0
,
f
);
fputc
(
2
,
f
);
fputc
(
0
,
f
);
fputc
(
0
,
f
);
fputc
(
0
,
f
);
fputc
(
0
,
f
);
fputc
(
0
,
f
);
fputc
(
0
,
f
);
fputc
(
0
,
f
);
fputc
(
0
,
f
);
fputc
(
0
,
f
);
/* short width*/
fwrite
(
&
width
,
2
,
1
,
f
);
/* short height */
fwrite
(
&
height
,
2
,
1
,
f
);
/* format rgba */
fputc
(
0x20
,
f
);
fputc
(
0x28
,
f
);
/* raw data */
/* if the data is upside down if we've fetched it from a back buffer, so it needs flipping again to make it the correct way up*/
if
(
swapChain
)
textureRow
=
allocatedMemory
+
(
width
*
(
height
-
1
)
*
4
);
else
textureRow
=
allocatedMemory
;
for
(
y
=
0
;
y
<
height
;
y
++
)
{
for
(
i
=
0
;
i
<
width
;
i
++
)
{
color
=
*
((
DWORD
*
)
textureRow
);
fputc
((
color
>>
16
)
&
0xFF
,
f
);
/* B */
fputc
((
color
>>
8
)
&
0xFF
,
f
);
/* G */
fputc
((
color
>>
0
)
&
0xFF
,
f
);
/* R */
fputc
((
color
>>
24
)
&
0xFF
,
f
);
/* A */
textureRow
+=
4
;
}
break
;
case
WINED3DFMT_A1R5G5B5
:
{
WORD
color
;
for
(
i
=
0
;
i
<
This
->
currentDesc
.
Width
*
This
->
currentDesc
.
Height
;
i
++
)
{
color
=
((
WORD
*
)
This
->
resource
.
allocatedMemory
)[
i
];
fputc
(((
color
>>
10
)
&
0x1F
)
*
255
/
31
,
f
);
fputc
(((
color
>>
5
)
&
0x1F
)
*
255
/
31
,
f
);
fputc
(((
color
>>
0
)
&
0x1F
)
*
255
/
31
,
f
);
}
}
break
;
case
WINED3DFMT_A4R4G4B4
:
{
WORD
color
;
for
(
i
=
0
;
i
<
This
->
currentDesc
.
Width
*
This
->
currentDesc
.
Height
;
i
++
)
{
color
=
((
WORD
*
)
This
->
resource
.
allocatedMemory
)[
i
];
fputc
(((
color
>>
8
)
&
0x0F
)
*
255
/
15
,
f
);
fputc
(((
color
>>
4
)
&
0x0F
)
*
255
/
15
,
f
);
fputc
(((
color
>>
0
)
&
0x0F
)
*
255
/
15
,
f
);
}
}
break
;
/* take two rows of the pointer to the texture memory */
if
(
swapChain
)
(
textureRow
-=
width
<<
3
);
case
WINED3DFMT_R5G6B5
:
{
WORD
color
;
for
(
i
=
0
;
i
<
This
->
currentDesc
.
Width
*
This
->
currentDesc
.
Height
;
i
++
)
{
color
=
((
WORD
*
)
This
->
resource
.
allocatedMemory
)[
i
];
fputc
(((
color
>>
11
)
&
0x1F
)
*
255
/
31
,
f
);
fputc
(((
color
>>
5
)
&
0x3F
)
*
255
/
63
,
f
);
fputc
(((
color
>>
0
)
&
0x1F
)
*
255
/
31
,
f
);
}
}
break
;
default:
FIXME
(
"Unimplemented dump mode format(%u,%s)
\n
"
,
This
->
resource
.
format
,
debug_d3dformat
(
This
->
resource
.
format
));
}
TRACE
(
"Closing file
\n
"
);
fclose
(
f
);
if
(
swapChain
)
{
IWineD3DSwapChain_Release
(
swapChain
);
}
HeapFree
(
GetProcessHeap
(),
0
,
allocatedMemory
);
return
D3D_OK
;
}
...
...
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