/* * IDirect3DTexture8 implementation * * Copyright 2002 Jason Edmeades * * 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 "windef.h" #include "winbase.h" #include "winuser.h" #include "wingdi.h" #include "wine/debug.h" #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); /* IDirect3DTexture8 IUnknown parts follow: */ HRESULT WINAPI IDirect3DTexture8Impl_QueryInterface(LPDIRECT3DTEXTURE8 iface,REFIID riid,LPVOID *ppobj) { ICOM_THIS(IDirect3DTexture8Impl,iface); TRACE("(%p) : QueryInterface\n", This); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DResource8) || IsEqualGUID(riid, &IID_IDirect3DBaseTexture8) || IsEqualGUID(riid, &IID_IDirect3DTexture8)) { IDirect3DTexture8Impl_AddRef(iface); *ppobj = This; return D3D_OK; } WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj); return E_NOINTERFACE; } ULONG WINAPI IDirect3DTexture8Impl_AddRef(LPDIRECT3DTEXTURE8 iface) { ICOM_THIS(IDirect3DTexture8Impl,iface); TRACE("(%p) : AddRef from %ld\n", This, This->ref); return ++(This->ref); } ULONG WINAPI IDirect3DTexture8Impl_Release(LPDIRECT3DTEXTURE8 iface) { ICOM_THIS(IDirect3DTexture8Impl,iface); ULONG ref = --This->ref; int i; TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref); if (ref == 0) { for (i=0; ilevels; i++) { if (This->surfaces[i] != NULL) { TRACE("(%p) : Releasing surface %p\n", This, This->surfaces[i]); IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) This->surfaces[i]); } } HeapFree(GetProcessHeap(), 0, This); } return ref; } /* IDirect3DTexture8 IDirect3DResource8 Interface follow: */ HRESULT WINAPI IDirect3DTexture8Impl_GetDevice(LPDIRECT3DTEXTURE8 iface, IDirect3DDevice8** ppDevice) { ICOM_THIS(IDirect3DTexture8Impl,iface); TRACE("(%p) : returning %p\n", This, This->Device); *ppDevice = (LPDIRECT3DDEVICE8) This->Device; /** * Note Calling this method will increase the internal reference count * on the IDirect3DDevice8 interface. */ IDirect3DDevice8Impl_AddRef(*ppDevice); return D3D_OK; } HRESULT WINAPI IDirect3DTexture8Impl_SetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { ICOM_THIS(IDirect3DTexture8Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DTexture8Impl_GetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { ICOM_THIS(IDirect3DTexture8Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DTexture8Impl_FreePrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid) { ICOM_THIS(IDirect3DTexture8Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } DWORD WINAPI IDirect3DTexture8Impl_SetPriority(LPDIRECT3DTEXTURE8 iface, DWORD PriorityNew) { ICOM_THIS(IDirect3DTexture8Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } DWORD WINAPI IDirect3DTexture8Impl_GetPriority(LPDIRECT3DTEXTURE8 iface) { ICOM_THIS(IDirect3DTexture8Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } void WINAPI IDirect3DTexture8Impl_PreLoad(LPDIRECT3DTEXTURE8 iface) { int i; ICOM_THIS(IDirect3DTexture8Impl,iface); TRACE("(%p) : About to load texture\n", This); for (i=0; ilevels; i++) { if (i==0 && This->surfaces[i]->textureName != 0 && This->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->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"); TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels-1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels-1); checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels)"); } TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%lx, Mem=%p\n", GL_TEXTURE_2D, i, fmt2glintFmt(This->format), This->surfaces[i]->myDesc.Width, This->surfaces[i]->myDesc.Height, 0, fmt2glFmt(This->format),fmt2glType(This->format), This->surfaces[i]->allocatedMemory); glTexImage2D(GL_TEXTURE_2D, i, fmt2glintFmt(This->format), This->surfaces[i]->myDesc.Width, This->surfaces[i]->myDesc.Height, 0, fmt2glFmt(This->format), fmt2glType(This->format), This->surfaces[i]->allocatedMemory ); checkGLcall("glTexImage2D"); /* Removed glTexParameterf now TextureStageStates are initialized at startup */ This->Dirty = FALSE; } } return; } D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface) { ICOM_THIS(IDirect3DTexture8Impl,iface); TRACE("(%p) : is %d \n", This, This->ResourceType); return This->ResourceType; } /* IDirect3DTexture8 IDirect3DBaseTexture8 Interface follow: */ DWORD WINAPI IDirect3DTexture8Impl_SetLOD(LPDIRECT3DTEXTURE8 iface, DWORD LODNew) { ICOM_THIS(IDirect3DTexture8Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } DWORD WINAPI IDirect3DTexture8Impl_GetLOD(LPDIRECT3DTEXTURE8 iface) { ICOM_THIS(IDirect3DTexture8Impl,iface); FIXME("(%p) : stub\n", This); return D3D_OK; } DWORD WINAPI IDirect3DTexture8Impl_GetLevelCount(LPDIRECT3DTEXTURE8 iface) { ICOM_THIS(IDirect3DTexture8Impl,iface); TRACE("(%p) : returning %d\n", This, This->levels); return This->levels; } /* IDirect3DTexture8 */ HRESULT WINAPI IDirect3DTexture8Impl_GetLevelDesc(LPDIRECT3DTEXTURE8 iface, UINT Level,D3DSURFACE_DESC* pDesc) { ICOM_THIS(IDirect3DTexture8Impl,iface); if (Level < This->levels) { TRACE("(%p) Level (%d)\n", This, Level); return IDirect3DSurface8Impl_GetDesc((LPDIRECT3DSURFACE8)This->surfaces[Level], pDesc); } else { FIXME("(%p) Level (%d)\n", This, Level); } return D3D_OK; } HRESULT WINAPI IDirect3DTexture8Impl_GetSurfaceLevel(LPDIRECT3DTEXTURE8 iface, UINT Level,IDirect3DSurface8** ppSurfaceLevel) { ICOM_THIS(IDirect3DTexture8Impl,iface); *ppSurfaceLevel = (LPDIRECT3DSURFACE8)This->surfaces[Level]; IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8)This->surfaces[Level]); TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level); return D3D_OK; } HRESULT WINAPI IDirect3DTexture8Impl_LockRect(LPDIRECT3DTEXTURE8 iface, UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags) { ICOM_THIS(IDirect3DTexture8Impl,iface); TRACE("(%p) Level (%d)\n", This, Level); if (Level < This->levels) { return IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8)This->surfaces[Level], pLockedRect, pRect, Flags); } else { FIXME("Levels seems too high?!!\n"); } return D3D_OK; } HRESULT WINAPI IDirect3DTexture8Impl_UnlockRect(LPDIRECT3DTEXTURE8 iface, UINT Level) { ICOM_THIS(IDirect3DTexture8Impl,iface); This->Dirty = TRUE; TRACE("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DTexture8Impl_AddDirtyRect(LPDIRECT3DTEXTURE8 iface, CONST RECT* pDirtyRect) { ICOM_THIS(IDirect3DTexture8Impl,iface); This->Dirty = TRUE; FIXME("(%p) : stub\n", This); return D3D_OK; } ICOM_VTABLE(IDirect3DTexture8) Direct3DTexture8_Vtbl = { ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE IDirect3DTexture8Impl_QueryInterface, IDirect3DTexture8Impl_AddRef, IDirect3DTexture8Impl_Release, IDirect3DTexture8Impl_GetDevice, IDirect3DTexture8Impl_SetPrivateData, IDirect3DTexture8Impl_GetPrivateData, IDirect3DTexture8Impl_FreePrivateData, IDirect3DTexture8Impl_SetPriority, IDirect3DTexture8Impl_GetPriority, IDirect3DTexture8Impl_PreLoad, IDirect3DTexture8Impl_GetType, IDirect3DTexture8Impl_SetLOD, IDirect3DTexture8Impl_GetLOD, IDirect3DTexture8Impl_GetLevelCount, IDirect3DTexture8Impl_GetLevelDesc, IDirect3DTexture8Impl_GetSurfaceLevel, IDirect3DTexture8Impl_LockRect, IDirect3DTexture8Impl_UnlockRect, IDirect3DTexture8Impl_AddDirtyRect };