/* * IWineD3DTexture implementation * * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * * 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info /* ******************************************* IWineD3DTexture IUnknown parts follow ******************************************* */ static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IWineD3DResource) || IsEqualGUID(riid, &IID_IWineD3DBaseTexture) || IsEqualGUID(riid, &IID_IWineD3DTexture)){ IUnknown_AddRef(iface); *ppobj = This; return WINED3D_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref); return InterlockedIncrement(&This->resource.ref); } static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %d\n", This, This->resource.ref); ref = InterlockedDecrement(&This->resource.ref); if (ref == 0) { IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface); } return ref; } /* **************************************************** IWineD3DTexture IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) { return resource_get_device((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) { return resource_free_private_data((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) { return resource_set_priority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) { return resource_get_priority((IWineD3DResource *)iface); } void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) { /* Override the IWineD3DResource PreLoad method */ unsigned int i; IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; BOOL srgb_mode; BOOL *dirty; TRACE("(%p) : About to load texture\n", This); switch(srgb) { case SRGB_RGB: srgb_mode = FALSE; break; case SRGB_BOTH: texture_internal_preload(iface, SRGB_RGB); case SRGB_SRGB: srgb_mode = TRUE; break; /* DONTKNOW, and shut up the compiler */ default: srgb_mode = This->baseTexture.is_srgb; break; } dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty; if(!device->isInDraw) { /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of * recursive calls */ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); } if (This->resource.format_desc->format == WINED3DFMT_P8 || This->resource.format_desc->format == WINED3DFMT_A8P8) { for (i = 0; i < This->baseTexture.levels; i++) { if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) { TRACE("Reloading surface because the d3d8/9 palette was changed\n"); /* TODO: This is not necessarily needed with hw palettized texture support */ IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL); /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */ IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE); } } } /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */ if (*dirty) { for (i = 0; i < This->baseTexture.levels; i++) { IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode); } } else { TRACE("(%p) Texture not dirty, nothing to do\n" , iface); } /* No longer dirty */ *dirty = FALSE; return ; } static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) { texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY); } static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) { unsigned int i; IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p)\n", This); /* Unload all the surfaces and reset the texture name. If UnLoad was called on the * surface before, this one will be a NOP and vice versa. Unloading an unloaded * surface is fine */ for (i = 0; i < This->baseTexture.levels; i++) { IWineD3DSurface_UnLoad(This->surfaces[i]); surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */ surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */ } basetexture_unload((IWineD3DBaseTexture *)iface); } static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) { return resource_get_type((IWineD3DResource *)iface); } static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) { return resource_get_parent((IWineD3DResource *)iface, pParent); } /* ****************************************************** IWineD3DTexture IWineD3DBaseTexture parts follow ****************************************************** */ static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) { return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew); } static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) { return basetexture_get_lod((IWineD3DBaseTexture *)iface); } static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) { return basetexture_get_level_count((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType); } static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) { return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface); } static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) { basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface); } /* Internal function, No d3d mapping */ static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) { return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty); } static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) { return basetexture_get_dirty((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; BOOL set_gl_texture_desc; HRESULT hr; TRACE("(%p) : relay to BaseTexture\n", This); hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc); if (set_gl_texture_desc && SUCCEEDED(hr)) { UINT i; for (i = 0; i < This->baseTexture.levels; ++i) { if(This->baseTexture.is_srgb) { surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE); } else { surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE); } } /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering. * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos. */ if(IWineD3DBaseTexture_IsCondNP2(iface)) { ENTER_GL(); glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)"); glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)"); glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST); checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)"); glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST); checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)"); LEAVE_GL(); This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP; This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP; This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; } } return hr; } static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p)\n", This); return This->target; } static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p)\n", This); return This->cond_np2; } static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { TRACE("(%p) : relay to BaseTexture\n", iface); basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates); } /* ******************************************* IWineD3DTexture IWineD3DTexture parts follow ******************************************* */ static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; int i; TRACE("(%p) : Cleaning up\n",This); for (i = 0; i < This->baseTexture.levels; i++) { if (This->surfaces[i] != NULL) { /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */ surface_set_texture_name(This->surfaces[i], 0, TRUE); surface_set_texture_name(This->surfaces[i], 0, FALSE); surface_set_texture_target(This->surfaces[i], 0); IWineD3DSurface_SetContainer(This->surfaces[i], 0); D3DCB_DestroySurface(This->surfaces[i]); } } TRACE("(%p) : cleaning up base texture\n", This); basetexture_cleanup((IWineD3DBaseTexture *)iface); /* free the object */ HeapFree(GetProcessHeap(), 0, This); } static 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); return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc); } WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); return WINED3DERR_INVALIDCALL; } static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; HRESULT hr = WINED3DERR_INVALIDCALL; if (Level < This->baseTexture.levels) { *ppSurfaceLevel = This->surfaces[Level]; IWineD3DSurface_AddRef(This->surfaces[Level]); hr = WINED3D_OK; TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level); } if (WINED3D_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; } static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect, CONST RECT *pRect, DWORD Flags) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; HRESULT hr = WINED3DERR_INVALIDCALL; if (Level < This->baseTexture.levels) { hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags); } if (WINED3D_OK == hr) { TRACE("(%p) Level (%d) success\n", This, Level); } else { WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); } return hr; } static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; HRESULT hr = WINED3DERR_INVALIDCALL; if (Level < This->baseTexture.levels) { hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]); } if ( WINED3D_OK == hr) { TRACE("(%p) Level (%d) success\n", This, Level); } else { WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); } return hr; } static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; This->baseTexture.dirty = TRUE; This->baseTexture.srgbDirty = TRUE; TRACE("(%p) : dirtyfication of surface Level (0)\n", This); surface_add_dirty_rect(This->surfaces[0], pDirtyRect); return WINED3D_OK; } const IWineD3DTextureVtbl IWineD3DTexture_Vtbl = { /* IUnknown */ IWineD3DTextureImpl_QueryInterface, IWineD3DTextureImpl_AddRef, IWineD3DTextureImpl_Release, /* IWineD3DResource */ IWineD3DTextureImpl_GetParent, IWineD3DTextureImpl_GetDevice, IWineD3DTextureImpl_SetPrivateData, IWineD3DTextureImpl_GetPrivateData, IWineD3DTextureImpl_FreePrivateData, IWineD3DTextureImpl_SetPriority, IWineD3DTextureImpl_GetPriority, IWineD3DTextureImpl_PreLoad, IWineD3DTextureImpl_UnLoad, IWineD3DTextureImpl_GetType, /* IWineD3DBaseTexture */ IWineD3DTextureImpl_SetLOD, IWineD3DTextureImpl_GetLOD, IWineD3DTextureImpl_GetLevelCount, IWineD3DTextureImpl_SetAutoGenFilterType, IWineD3DTextureImpl_GetAutoGenFilterType, IWineD3DTextureImpl_GenerateMipSubLevels, IWineD3DTextureImpl_SetDirty, IWineD3DTextureImpl_GetDirty, IWineD3DTextureImpl_BindTexture, IWineD3DTextureImpl_GetTextureDimensions, IWineD3DTextureImpl_IsCondNP2, IWineD3DTextureImpl_ApplyStateChanges, /* IWineD3DTexture */ IWineD3DTextureImpl_Destroy, IWineD3DTextureImpl_GetLevelDesc, IWineD3DTextureImpl_GetSurfaceLevel, IWineD3DTextureImpl_LockRect, IWineD3DTextureImpl_UnlockRect, IWineD3DTextureImpl_AddDirtyRect };