/* * IWineD3DTexture implementation * * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * * 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" WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); #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; 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; } 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; TRACE("(%p) : Cleaning up\n",This); for (i = 0; i < This->baseTexture.levels; i++) { if (This->surfaces[i] != NULL) { /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */ IUnknown* surfaceParent; /* 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); IWineD3DSurface_GetParent(This->surfaces[i], &surfaceParent); IUnknown_Release(surfaceParent); IUnknown_Release(surfaceParent); } } TRACE("(%p) : cleaning up base texture\n", This); IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface); /* free the object */ 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) { /* Override the IWineD3DResource PreLoad method */ unsigned int i; BOOL setGlTextureDesc = FALSE; IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p) : About to load texture\n", This); if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE; IWineD3DTexture_BindTexture(iface); ENTER_GL(); /* If were dirty then reload the surfaces */ if(This->baseTexture.dirty != FALSE) { for (i = 0; i < This->baseTexture.levels; i++) { if(setGlTextureDesc) IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface)); IWineD3DSurface_LoadTexture(This->surfaces[i]); } /* No longer dirty */ This->baseTexture.dirty = FALSE; } else { TRACE("(%p) Texture not dirty, nothing to do\n" , iface); } 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) { return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty); } BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) { return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); } HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p) : relay to BaseTexture\n", This); return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface); } HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p) : relay to BaseTexture\n", This); return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface); } UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p)\n", This); return GL_TEXTURE_2D; } void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; float matrix[16]; IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates); /** 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"); } } } /* ******************************************* 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); return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc); } 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; 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; } HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect, CONST RECT *pRect, DWORD Flags) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; HRESULT hr = D3DERR_INVALIDCALL; if (Level < This->baseTexture.levels) { hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags); } if (D3D_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; } HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; HRESULT hr = D3DERR_INVALIDCALL; if (Level < This->baseTexture.levels) { hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]); } if ( D3D_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; } HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; This->baseTexture.dirty = TRUE; TRACE("(%p) : dirtyfication of surface Level (0)\n", This); return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect); } 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_GetType, /* IWineD3DBaseTexture */ IWineD3DTextureImpl_SetLOD, IWineD3DTextureImpl_GetLOD, IWineD3DTextureImpl_GetLevelCount, IWineD3DTextureImpl_SetAutoGenFilterType, IWineD3DTextureImpl_GetAutoGenFilterType, IWineD3DTextureImpl_GenerateMipSubLevels, IWineD3DTextureImpl_SetDirty, IWineD3DTextureImpl_GetDirty, IWineD3DTextureImpl_BindTexture, IWineD3DTextureImpl_UnBindTexture, IWineD3DTextureImpl_GetTextureDimensions, IWineD3DTextureImpl_ApplyStateChanges, /* IWineD3DTexture */ IWineD3DTextureImpl_GetLevelDesc, IWineD3DTextureImpl_GetSurfaceLevel, IWineD3DTextureImpl_LockRect, IWineD3DTextureImpl_UnlockRect, IWineD3DTextureImpl_AddDirtyRect };