/* * IWineD3DBaseTexture Implementation * * Copyright 2002-2004 Jason Edmeades * Copyright 2002-2004 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); #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info /* ******************************************* IWineD3DBaseTexture IUnknown parts follow ******************************************* */ HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); /* FIXME: This needs to extend an IWineD3DBaseObject */ if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DResource) || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)) { IUnknown_AddRef(iface); *ppobj = This; return D3D_OK; } return E_NOINTERFACE; } ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; ULONG ref = InterlockedIncrement(&This->resource.ref); TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1); return ref; } ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; ULONG ref = InterlockedDecrement(&This->resource.ref); TRACE("(%p) : Releasing from %ld\n", This, ref + 1); if (ref == 0) { IWineD3DBaseTextureImpl_CleanUp(iface); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* class static */ void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName); if (This->baseTexture.textureName != 0) { ENTER_GL(); TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName); glDeleteTextures(1, &This->baseTexture.textureName); LEAVE_GL(); } IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); } /* **************************************************** IWineD3DBaseTexture IWineD3DResource parts follow **************************************************** */ HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) { return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); } HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) { return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); } DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) { return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); } DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) { return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); } void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) { return IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface); } D3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) { return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); } HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) { return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); } /* ****************************************************** IWineD3DBaseTexture IWineD3DBaseTexture parts follow ****************************************************** */ /* There is no OpenGL equivilent of setLOD, getLOD, all they do it priortise testure loading * so just pretend that they work unless something really needs a failure. */ DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; if (This->resource.pool != D3DPOOL_MANAGED) { return D3DERR_INVALIDCALL; } if(LODNew >= This->baseTexture.levels) LODNew = This->baseTexture.levels - 1; This->baseTexture.LOD = LODNew; TRACE("(%p) : set bogus LOD to %d \n", This, This->baseTexture.LOD); return This->baseTexture.LOD; } DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; if (This->resource.pool != D3DPOOL_MANAGED) { return D3DERR_INVALIDCALL; } TRACE("(%p) : returning %d \n", This, This->baseTexture.LOD); return This->baseTexture.LOD; } DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; TRACE("(%p) : returning %d\n", This, This->baseTexture.levels); return This->baseTexture.levels; } HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, D3DTEXTUREFILTERTYPE FilterType) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; if (!(This->baseTexture.usage & D3DUSAGE_AUTOGENMIPMAP)) { TRACE("(%p) : returning invalid call\n", This); return D3DERR_INVALIDCALL; } This->baseTexture.filterType = FilterType; TRACE("(%p) : \n", This); return D3D_OK; } D3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; FIXME("(%p) : stub\n", This); if (!(This->baseTexture.usage & D3DUSAGE_AUTOGENMIPMAP)) { return D3DTEXF_NONE; } return This->baseTexture.filterType; return D3DTEXF_LINEAR; /* default */ } void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */ FIXME("(%p) : stub\n", This); return ; } /* Internal function, No d3d mapping */ BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) { BOOL old; IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; old = This->baseTexture.dirty; This->baseTexture.dirty = dirty; return old; } BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; return This->baseTexture.dirty; } HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; HRESULT hr = D3D_OK; UINT textureDimensions; BOOL isNewTexture = FALSE; TRACE("(%p) : About to bind texture\n", This); textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); ENTER_GL(); #if 0 /* TODO: context manager support */ IWineD3DContextManager_PushState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */); #else glEnable(textureDimensions); #endif /* Generate a texture name if we don't already have one */ if (This->baseTexture.textureName == 0) { glGenTextures(1, &This->baseTexture.textureName); checkGLcall("glGenTextures"); TRACE("Generated texture %d\n", This->baseTexture.textureName); if (This->resource.pool == D3DPOOL_DEFAULT) { /* Tell opengl to try and keep this texture in video ram (well mostly) */ GLclampf tmp; tmp = 0.9f; glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp); } IWineD3DBaseTexture_SetDirty(iface, TRUE); isNewTexture = TRUE; } /* Bind the texture */ if (This->baseTexture.textureName != 0) { /* 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 */ if (This->baseTexture.levels > 0) { TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1); glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)"); } else { glTexParameteri(textureDimensions, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } glBindTexture(textureDimensions, This->baseTexture.textureName); checkGLcall("glBindTexture"); if (isNewTexture) { /* For a new texture we have to set the textures levels after binding the texture, * in theory this is all we should ever have to dom, but because ATI's drivers are broken we * also need to set the texture dimensins before the texture is is set */ TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1); glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)"); } } else { /* this only happened if we've run out of openGL textures */ WARN("This texture doesn't have an openGL texture assigned to it\n"); hr = D3DERR_INVALIDCALL; } LEAVE_GL(); return hr; } HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; UINT textureDimensions; TRACE("(%p) : About to bind texture\n", This); textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); ENTER_GL(); glBindTexture(textureDimensions, 0); #if 0 /* TODO: context manager support */ IWineD3DContextManager_PopState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */); #else glDisable(textureDimensions); #endif LEAVE_GL(); return D3D_OK; } UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){ IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; FIXME("(%p) : This shouldn't be called\n", This); return D3D_OK; } static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl = { /* IUnknown */ IWineD3DBaseTextureImpl_QueryInterface, IWineD3DBaseTextureImpl_AddRef, IWineD3DBaseTextureImpl_Release, /* IWineD3DResource */ IWineD3DBaseTextureImpl_GetParent, IWineD3DBaseTextureImpl_GetDevice, IWineD3DBaseTextureImpl_SetPrivateData, IWineD3DBaseTextureImpl_GetPrivateData, IWineD3DBaseTextureImpl_FreePrivateData, IWineD3DBaseTextureImpl_SetPriority, IWineD3DBaseTextureImpl_GetPriority, IWineD3DBaseTextureImpl_PreLoad, IWineD3DBaseTextureImpl_GetType, /*IWineD3DBaseTexture*/ IWineD3DBaseTextureImpl_SetLOD, IWineD3DBaseTextureImpl_GetLOD, IWineD3DBaseTextureImpl_GetLevelCount, IWineD3DBaseTextureImpl_SetAutoGenFilterType, IWineD3DBaseTextureImpl_GetAutoGenFilterType, IWineD3DBaseTextureImpl_GenerateMipSubLevels, IWineD3DBaseTextureImpl_SetDirty, IWineD3DBaseTextureImpl_GetDirty, /* internal */ IWineD3DBaseTextureImpl_BindTexture, IWineD3DBaseTextureImpl_UnBindTexture, IWineD3DBaseTextureImpl_GetTextureDimensions };