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/*
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* IWineD3DTexture implementation
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*
* Copyright 2002 - 2005 Jason Edmeades
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* Copyright 2002 - 2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
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*
* This library is free software ; you can redistribute it and / or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation ; either
* version 2.1 of the License , or ( at your option ) any later version .
*
* This library is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
* Lesser General Public License for more details .
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library ; if not , write to the Free Software
* Foundation , Inc . , 59 Temple Place , Suite 330 , Boston , MA 02111 - 1307 USA
*/
# include "config.h"
# include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL ( d3d_texture ) ;
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# define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
/* *******************************************
IWineD3DTexture IUnknown parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DTextureImpl_QueryInterface ( IWineD3DTexture * iface , REFIID riid , LPVOID * ppobj )
{
IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
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TRACE ( " (%p)->(%s,%p) \n " , This , debugstr_guid ( riid ) , ppobj ) ;
if ( IsEqualGUID ( riid , & IID_IUnknown )
| | IsEqualGUID ( riid , & IID_IWineD3DResource )
| | IsEqualGUID ( riid , & IID_IWineD3DBaseTexture )
| | IsEqualGUID ( riid , & IID_IWineD3DTexture ) ) {
IUnknown_AddRef ( iface ) ;
* ppobj = This ;
return D3D_OK ;
}
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return E_NOINTERFACE ;
}
ULONG WINAPI IWineD3DTextureImpl_AddRef ( IWineD3DTexture * iface ) {
IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
TRACE ( " (%p) : AddRef increasing from %ld \n " , This , This - > resource . ref ) ;
return InterlockedIncrement ( & This - > resource . ref ) ;
}
ULONG WINAPI IWineD3DTextureImpl_Release ( IWineD3DTexture * iface ) {
IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
ULONG ref ;
TRACE ( " (%p) : Releasing from %ld \n " , This , This - > resource . ref ) ;
ref = InterlockedDecrement ( & This - > resource . ref ) ;
if ( ref = = 0 ) {
int i ;
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TRACE ( " (%p) : Cleaning up \n " , This ) ;
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for ( i = 0 ; i < This - > baseTexture . levels ; i + + ) {
if ( This - > surfaces [ i ] ! = NULL ) {
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/* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
IUnknown * surfaceParent ;
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/* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */
IWineD3DSurface_SetGlTextureDesc ( This - > surfaces [ i ] , 0 , 0 ) ;
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IWineD3DSurface_GetParent ( This - > surfaces [ i ] , & surfaceParent ) ;
IUnknown_Release ( surfaceParent ) ;
IUnknown_Release ( surfaceParent ) ;
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}
}
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TRACE ( " (%p) : cleaning up base texture \n " , This ) ;
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IWineD3DBaseTextureImpl_CleanUp ( ( IWineD3DBaseTexture * ) iface ) ;
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/* free the object */
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HeapFree ( GetProcessHeap ( ) , 0 , This ) ;
}
return ref ;
}
/* ****************************************************
IWineD3DTexture IWineD3DResource parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DTextureImpl_GetDevice ( IWineD3DTexture * iface , IWineD3DDevice * * ppDevice ) {
return IWineD3DResourceImpl_GetDevice ( ( IWineD3DResource * ) iface , ppDevice ) ;
}
HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData ( IWineD3DTexture * iface , REFGUID refguid , CONST void * pData , DWORD SizeOfData , DWORD Flags ) {
return IWineD3DResourceImpl_SetPrivateData ( ( IWineD3DResource * ) iface , refguid , pData , SizeOfData , Flags ) ;
}
HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData ( IWineD3DTexture * iface , REFGUID refguid , void * pData , DWORD * pSizeOfData ) {
return IWineD3DResourceImpl_GetPrivateData ( ( IWineD3DResource * ) iface , refguid , pData , pSizeOfData ) ;
}
HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData ( IWineD3DTexture * iface , REFGUID refguid ) {
return IWineD3DResourceImpl_FreePrivateData ( ( IWineD3DResource * ) iface , refguid ) ;
}
DWORD WINAPI IWineD3DTextureImpl_SetPriority ( IWineD3DTexture * iface , DWORD PriorityNew ) {
return IWineD3DResourceImpl_SetPriority ( ( IWineD3DResource * ) iface , PriorityNew ) ;
}
DWORD WINAPI IWineD3DTextureImpl_GetPriority ( IWineD3DTexture * iface ) {
return IWineD3DResourceImpl_GetPriority ( ( IWineD3DResource * ) iface ) ;
}
void WINAPI IWineD3DTextureImpl_PreLoad ( IWineD3DTexture * iface ) {
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/* Override the IWineD3DResource PreLoad method */
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unsigned int i ;
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BOOL setGlTextureDesc = FALSE ;
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IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
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TRACE ( " (%p) : About to load texture \n " , This ) ;
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if ( This - > baseTexture . textureName = = 0 ) setGlTextureDesc = TRUE ;
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IWineD3DTexture_BindTexture ( iface ) ;
ENTER_GL ( ) ;
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/* If were dirty then reload the surfaces */
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if ( This - > baseTexture . dirty ! = FALSE ) {
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for ( i = 0 ; i < This - > baseTexture . levels ; i + + ) {
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if ( setGlTextureDesc )
IWineD3DSurface_SetGlTextureDesc ( This - > surfaces [ i ] , This - > baseTexture . textureName , IWineD3DTexture_GetTextureDimensions ( iface ) ) ;
IWineD3DSurface_LoadTexture ( This - > surfaces [ i ] ) ;
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}
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/* No longer dirty */
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This - > baseTexture . dirty = FALSE ;
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} else {
TRACE ( " (%p) Texture not dirty, nothing to do \n " , iface ) ;
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}
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LEAVE_GL ( ) ;
return ;
}
D3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType ( IWineD3DTexture * iface ) {
return IWineD3DResourceImpl_GetType ( ( IWineD3DResource * ) iface ) ;
}
HRESULT WINAPI IWineD3DTextureImpl_GetParent ( IWineD3DTexture * iface , IUnknown * * pParent ) {
return IWineD3DResourceImpl_GetParent ( ( IWineD3DResource * ) iface , pParent ) ;
}
/* ******************************************************
IWineD3DTexture IWineD3DBaseTexture parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
DWORD WINAPI IWineD3DTextureImpl_SetLOD ( IWineD3DTexture * iface , DWORD LODNew ) {
return IWineD3DBaseTextureImpl_SetLOD ( ( IWineD3DBaseTexture * ) iface , LODNew ) ;
}
DWORD WINAPI IWineD3DTextureImpl_GetLOD ( IWineD3DTexture * iface ) {
return IWineD3DBaseTextureImpl_GetLOD ( ( IWineD3DBaseTexture * ) iface ) ;
}
DWORD WINAPI IWineD3DTextureImpl_GetLevelCount ( IWineD3DTexture * iface ) {
return IWineD3DBaseTextureImpl_GetLevelCount ( ( IWineD3DBaseTexture * ) iface ) ;
}
HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType ( IWineD3DTexture * iface , D3DTEXTUREFILTERTYPE FilterType ) {
return IWineD3DBaseTextureImpl_SetAutoGenFilterType ( ( IWineD3DBaseTexture * ) iface , FilterType ) ;
}
D3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType ( IWineD3DTexture * iface ) {
return IWineD3DBaseTextureImpl_GetAutoGenFilterType ( ( IWineD3DBaseTexture * ) iface ) ;
}
void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels ( IWineD3DTexture * iface ) {
return IWineD3DBaseTextureImpl_GenerateMipSubLevels ( ( IWineD3DBaseTexture * ) iface ) ;
}
/* Internal function, No d3d mapping */
BOOL WINAPI IWineD3DTextureImpl_SetDirty ( IWineD3DTexture * iface , BOOL dirty ) {
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return IWineD3DBaseTextureImpl_SetDirty ( ( IWineD3DBaseTexture * ) iface , dirty ) ;
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}
BOOL WINAPI IWineD3DTextureImpl_GetDirty ( IWineD3DTexture * iface ) {
return IWineD3DBaseTextureImpl_GetDirty ( ( IWineD3DBaseTexture * ) iface ) ;
}
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HRESULT WINAPI IWineD3DTextureImpl_BindTexture ( IWineD3DTexture * iface ) {
IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
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TRACE ( " (%p) : relay to BaseTexture \n " , This ) ;
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return IWineD3DBaseTextureImpl_BindTexture ( ( IWineD3DBaseTexture * ) iface ) ;
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}
HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture ( IWineD3DTexture * iface ) {
IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
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TRACE ( " (%p) : relay to BaseTexture \n " , This ) ;
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return IWineD3DBaseTextureImpl_UnBindTexture ( ( IWineD3DBaseTexture * ) iface ) ;
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}
UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions ( IWineD3DTexture * iface ) {
IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
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TRACE ( " (%p) \n " , This ) ;
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return GL_TEXTURE_2D ;
}
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void WINAPI IWineD3DTextureImpl_ApplyStateChanges ( IWineD3DTexture * iface ,
const DWORD textureStates [ WINED3D_HIGHEST_TEXTURE_STATE + 1 ] ,
const DWORD samplerStates [ WINED3D_HIGHEST_SAMPLER_STATE + 1 ] ) {
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IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
float matrix [ 16 ] ;
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IWineD3DBaseTextureImpl_ApplyStateChanges ( ( IWineD3DBaseTexture * ) iface , textureStates , samplerStates ) ;
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/** non-power2 fixups using texture matrix **/
if ( This - > pow2scalingFactorX ! = 1.0f | | This - > pow2scalingFactorY ! = 1.0f ) {
/* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
if ( ( ( textureStates [ WINED3DTSS_TEXCOORDINDEX ] & 0xFFFF0000 ) = = D3DTSS_TCI_PASSTHRU ) & &
( ~ textureStates [ WINED3DTSS_TEXTURETRANSFORMFLAGS ] & D3DTTFF_PROJECTED ) ) {
glMatrixMode ( GL_TEXTURE ) ;
memset ( matrix , 0 , sizeof ( matrix ) ) ;
matrix [ 0 ] = This - > pow2scalingFactorX ;
matrix [ 5 ] = This - > pow2scalingFactorY ;
#if 0 /* this isn't needed any more, I changed the translation in drawprim.c to 0.9/width instead of 1/width and everything lines up ok. left here as a reminder */
matrix [ 12 ] = - 0.25f / ( float ) This - > width ;
matrix [ 13 ] = - 0.75f / ( float ) This - > height ;
# endif
matrix [ 10 ] = 1 ;
matrix [ 15 ] = 1 ;
TRACE ( " (%p) Setup Matrix: \n " , This ) ;
TRACE ( " %f %f %f %f \n " , matrix [ 0 ] , matrix [ 1 ] , matrix [ 2 ] , matrix [ 3 ] ) ;
TRACE ( " %f %f %f %f \n " , matrix [ 4 ] , matrix [ 5 ] , matrix [ 6 ] , matrix [ 7 ] ) ;
TRACE ( " %f %f %f %f \n " , matrix [ 8 ] , matrix [ 9 ] , matrix [ 10 ] , matrix [ 11 ] ) ;
TRACE ( " %f %f %f %f \n " , matrix [ 12 ] , matrix [ 13 ] , matrix [ 14 ] , matrix [ 15 ] ) ;
TRACE ( " \n " ) ;
glMultMatrixf ( matrix ) ;
} else {
/* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
FIXME ( " Non-power2 texture being used with generated texture coords \n " ) ;
}
}
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}
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/* *******************************************
IWineD3DTexture IWineD3DTexture parts follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc ( IWineD3DTexture * iface , UINT Level , WINED3DSURFACE_DESC * pDesc ) {
IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
if ( Level < This - > baseTexture . levels ) {
TRACE ( " (%p) Level (%d) \n " , This , Level ) ;
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return IWineD3DSurface_GetDesc ( This - > surfaces [ Level ] , pDesc ) ;
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}
FIXME ( " (%p) level(%d) overflow Levels(%d) \n " , This , Level , This - > baseTexture . levels ) ;
return D3DERR_INVALIDCALL ;
}
HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel ( IWineD3DTexture * iface , UINT Level , IWineD3DSurface * * ppSurfaceLevel ) {
IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
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HRESULT hr = D3DERR_INVALIDCALL ;
if ( Level < This - > baseTexture . levels ) {
* ppSurfaceLevel = This - > surfaces [ Level ] ;
IWineD3DSurface_AddRef ( ( IWineD3DSurface * ) This - > surfaces [ Level ] ) ;
hr = D3D_OK ;
TRACE ( " (%p) : returning %p for level %d \n " , This , * ppSurfaceLevel , Level ) ;
}
if ( D3D_OK ! = hr ) {
WARN ( " (%p) level(%d) overflow Levels(%d) \n " , This , Level , This - > baseTexture . levels ) ;
* ppSurfaceLevel = NULL ; /* Just to be on the safe side.. */
}
return hr ;
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}
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HRESULT WINAPI IWineD3DTextureImpl_LockRect ( IWineD3DTexture * iface , UINT Level , D3DLOCKED_RECT * pLockedRect ,
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CONST RECT * pRect , DWORD Flags ) {
IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
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HRESULT hr = D3DERR_INVALIDCALL ;
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if ( Level < This - > baseTexture . levels ) {
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hr = IWineD3DSurface_LockRect ( This - > surfaces [ Level ] , pLockedRect , pRect , Flags ) ;
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}
if ( D3D_OK = = hr ) {
TRACE ( " (%p) Level (%d) success \n " , This , Level ) ;
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} else {
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WARN ( " (%p) level(%d) overflow Levels(%d) \n " , This , Level , This - > baseTexture . levels ) ;
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}
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return hr ;
}
HRESULT WINAPI IWineD3DTextureImpl_UnlockRect ( IWineD3DTexture * iface , UINT Level ) {
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IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
HRESULT hr = D3DERR_INVALIDCALL ;
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if ( Level < This - > baseTexture . levels ) {
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hr = IWineD3DSurface_UnlockRect ( This - > surfaces [ Level ] ) ;
}
if ( D3D_OK = = hr ) {
TRACE ( " (%p) Level (%d) success \n " , This , Level ) ;
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} else {
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WARN ( " (%p) level(%d) overflow Levels(%d) \n " , This , Level , This - > baseTexture . levels ) ;
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}
return hr ;
}
HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect ( IWineD3DTexture * iface , CONST RECT * pDirtyRect ) {
IWineD3DTextureImpl * This = ( IWineD3DTextureImpl * ) iface ;
This - > baseTexture . dirty = TRUE ;
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TRACE ( " (%p) : dirtyfication of surface Level (0) \n " , This ) ;
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return IWineD3DSurface_AddDirtyRect ( This - > surfaces [ 0 ] , pDirtyRect ) ;
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}
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const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
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{
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/* IUnknown */
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IWineD3DTextureImpl_QueryInterface ,
IWineD3DTextureImpl_AddRef ,
IWineD3DTextureImpl_Release ,
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/* IWineD3DResource */
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IWineD3DTextureImpl_GetParent ,
IWineD3DTextureImpl_GetDevice ,
IWineD3DTextureImpl_SetPrivateData ,
IWineD3DTextureImpl_GetPrivateData ,
IWineD3DTextureImpl_FreePrivateData ,
IWineD3DTextureImpl_SetPriority ,
IWineD3DTextureImpl_GetPriority ,
IWineD3DTextureImpl_PreLoad ,
IWineD3DTextureImpl_GetType ,
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/* IWineD3DBaseTexture */
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IWineD3DTextureImpl_SetLOD ,
IWineD3DTextureImpl_GetLOD ,
IWineD3DTextureImpl_GetLevelCount ,
IWineD3DTextureImpl_SetAutoGenFilterType ,
IWineD3DTextureImpl_GetAutoGenFilterType ,
IWineD3DTextureImpl_GenerateMipSubLevels ,
IWineD3DTextureImpl_SetDirty ,
IWineD3DTextureImpl_GetDirty ,
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IWineD3DTextureImpl_BindTexture ,
IWineD3DTextureImpl_UnBindTexture ,
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IWineD3DTextureImpl_GetTextureDimensions ,
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IWineD3DTextureImpl_ApplyStateChanges ,
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/* IWineD3DTexture */
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IWineD3DTextureImpl_GetLevelDesc ,
IWineD3DTextureImpl_GetSurfaceLevel ,
IWineD3DTextureImpl_LockRect ,
IWineD3DTextureImpl_UnlockRect ,
IWineD3DTextureImpl_AddDirtyRect
} ;