/* * IDirect3DTexture9 implementation * * Copyright 2002-2005 Jason Edmeades * Raphael Junqueira * * 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); #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; WARN("(%p)->(%s,%p) should not be called\n",This,debugstr_guid(riid),ppobj); return E_NOINTERFACE; } ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) { IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref); IUnknown_AddRef(This->resource.parent); 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; for (i = 0; i < This->baseTexture.levels; i++) { if (This->surfaces[i] != NULL) { TRACE("(%p) : Releasing surface %p\n", This, This->surfaces[i]); IWineD3DSurface_Release((IWineD3DSurface *) This->surfaces[i]); } } IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice); HeapFree(GetProcessHeap(), 0, This); } else { IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */ } 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; IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; TRACE("(%p) : About to load texture\n", This); ENTER_GL(); for (i = 0; i < This->baseTexture.levels; i++) { if (i == 0 && This->surfaces[i]->textureName != 0 && This->baseTexture.dirty == FALSE) { glBindTexture(GL_TEXTURE_2D, This->surfaces[i]->textureName); checkGLcall("glBindTexture"); TRACE("Texture %p (level %d) given name %d\n", This->surfaces[i], i, This->surfaces[i]->textureName); /* No need to walk through all mip-map levels, since already all assigned */ i = This->baseTexture.levels; } else { if (i == 0) { if (This->surfaces[i]->textureName == 0) { glGenTextures(1, &This->surfaces[i]->textureName); checkGLcall("glGenTextures"); TRACE("Texture %p (level %d) given name %d\n", This->surfaces[i], i, This->surfaces[i]->textureName); } glBindTexture(GL_TEXTURE_2D, This->surfaces[i]->textureName); checkGLcall("glBindTexture"); } IWineD3DSurface_LoadTexture((IWineD3DSurface *) This->surfaces[i], GL_TEXTURE_2D, i); } } /* No longer dirty */ This->baseTexture.dirty = FALSE; /* Always need to reset the number of mipmap levels when rebinding as it is a property of the active texture unit, and another texture may have set it to a different value */ TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels)"); 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, TRUE); } BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) { return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); } /* ******************************************* 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((IWineD3DSurface *) 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; *ppSurfaceLevel = (IWineD3DSurface *) This->surfaces[Level]; IWineD3DSurface_AddRef((IWineD3DSurface *) This->surfaces[Level]); TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level); return D3D_OK; } HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect, CONST RECT *pRect, DWORD Flags) { HRESULT hr; IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; if (Level < This->baseTexture.levels) { hr = IWineD3DSurface_LockRect((IWineD3DSurface *) This->surfaces[Level], pLockedRect, pRect, Flags); TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr); } else { FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); return D3DERR_INVALIDCALL; } return hr; } HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) { HRESULT hr; IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; if (Level < This->baseTexture.levels) { hr = IWineD3DSurface_UnlockRect((IWineD3DSurface *) This->surfaces[Level]); TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr); } else { FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); return D3DERR_INVALIDCALL; } 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((IWineD3DSurface *)This->surfaces[0], pDirtyRect); } IWineD3DTextureVtbl IWineD3DTexture_Vtbl = { IWineD3DTextureImpl_QueryInterface, IWineD3DTextureImpl_AddRef, IWineD3DTextureImpl_Release, IWineD3DTextureImpl_GetParent, IWineD3DTextureImpl_GetDevice, IWineD3DTextureImpl_SetPrivateData, IWineD3DTextureImpl_GetPrivateData, IWineD3DTextureImpl_FreePrivateData, IWineD3DTextureImpl_SetPriority, IWineD3DTextureImpl_GetPriority, IWineD3DTextureImpl_PreLoad, IWineD3DTextureImpl_GetType, IWineD3DTextureImpl_SetLOD, IWineD3DTextureImpl_GetLOD, IWineD3DTextureImpl_GetLevelCount, IWineD3DTextureImpl_SetAutoGenFilterType, IWineD3DTextureImpl_GetAutoGenFilterType, IWineD3DTextureImpl_GenerateMipSubLevels, IWineD3DTextureImpl_SetDirty, IWineD3DTextureImpl_GetDirty, IWineD3DTextureImpl_GetLevelDesc, IWineD3DTextureImpl_GetSurfaceLevel, IWineD3DTextureImpl_LockRect, IWineD3DTextureImpl_UnlockRect, IWineD3DTextureImpl_AddDirtyRect };