Sweden-Number/dlls/d3d8/texture.c

257 lines
10 KiB
C

/*
* IDirect3DTexture8 implementation
*
* 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 "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
#define D3D8_TEXTURE(a) ((IWineD3DTextureImpl*)(a->wineD3DTexture))
#define D3D8_TEXTURE_GET_SURFACE(a) ((IWineD3DSurfaceImpl*)(D3D8_TEXTURE(a)->surfaces[i]))
#define D3D8_BASETEXTURE(a) (((IWineD3DTextureImpl*)(a->wineD3DTexture))->baseTexture)
/* IDirect3DTexture8 IUnknown parts follow: */
HRESULT WINAPI IDirect3DTexture8Impl_QueryInterface(LPDIRECT3DTEXTURE8 iface, REFIID riid, LPVOID *ppobj) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DTexture8)) {
IUnknown_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) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
return ref;
}
ULONG WINAPI IDirect3DTexture8Impl_Release(LPDIRECT3DTEXTURE8 iface) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
if (ref == 0) {
IWineD3DTexture_Release(This->wineD3DTexture);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DTexture8 IDirect3DResource8 Interface follow: */
HRESULT WINAPI IDirect3DTexture8Impl_GetDevice(LPDIRECT3DTEXTURE8 iface, IDirect3DDevice8 **ppDevice) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IDirect3DResource8Impl_GetDevice((LPDIRECT3DRESOURCE8) This, ppDevice);
}
HRESULT WINAPI IDirect3DTexture8Impl_SetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, CONST void *pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_SetPrivateData(This->wineD3DTexture, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IDirect3DTexture8Impl_GetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, void *pData, DWORD* pSizeOfData) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_GetPrivateData(This->wineD3DTexture, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IDirect3DTexture8Impl_FreePrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_FreePrivateData(This->wineD3DTexture, refguid);
}
DWORD WINAPI IDirect3DTexture8Impl_SetPriority(LPDIRECT3DTEXTURE8 iface, DWORD PriorityNew) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_SetPriority(This->wineD3DTexture, PriorityNew);
}
DWORD WINAPI IDirect3DTexture8Impl_GetPriority(LPDIRECT3DTEXTURE8 iface) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_GetPriority(This->wineD3DTexture);
}
void WINAPI IDirect3DTexture8Impl_PreLoad(LPDIRECT3DTEXTURE8 iface) {
unsigned int i;
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) : About to load texture\n", This);
ENTER_GL();
for (i = 0; i < D3D8_BASETEXTURE(This).levels; i++) {
if (i == 0 && D3D8_TEXTURE_GET_SURFACE(This)->textureName != 0 && D3D8_BASETEXTURE(This).dirty == FALSE) {
glBindTexture(GL_TEXTURE_2D, D3D8_TEXTURE_GET_SURFACE(This)->textureName);
checkGLcall("glBindTexture");
TRACE("Texture %p (level %d) given name %d\n", D3D8_TEXTURE_GET_SURFACE(This), i, D3D8_TEXTURE_GET_SURFACE(This)->textureName);
/* No need to walk through all mip-map levels, since already all assigned */
i = D3D8_BASETEXTURE(This).levels;
} else {
if (i == 0) {
if (D3D8_TEXTURE_GET_SURFACE(This)->textureName == 0) {
glGenTextures(1, &(D3D8_TEXTURE_GET_SURFACE(This)->textureName));
checkGLcall("glGenTextures");
TRACE("Texture %p (level %d) given name %d\n", D3D8_TEXTURE_GET_SURFACE(This), i, D3D8_TEXTURE_GET_SURFACE(This)->textureName);
}
glBindTexture(GL_TEXTURE_2D, D3D8_TEXTURE_GET_SURFACE(This)->textureName);
checkGLcall("glBindTexture");
}
IWineD3DSurface_LoadTexture((IWineD3DSurface*)D3D8_TEXTURE_GET_SURFACE(This));
/* IDirect3DSurface8Impl_LoadTexture((LPDIRECT3DSURFACE8) D3D8_TEXTURE_GET_SURFACE(This), GL_TEXTURE_2D, i); */
}
}
/* No longer dirty */
D3D8_BASETEXTURE(This).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", D3D8_BASETEXTURE(This).levels - 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, D3D8_BASETEXTURE(This).levels - 1);
checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels)");
LEAVE_GL();
return ;
}
D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_GetType(This->wineD3DTexture);
}
/* IDirect3DTexture8 IDirect3DBaseTexture8 Interface follow: */
DWORD WINAPI IDirect3DTexture8Impl_SetLOD(LPDIRECT3DTEXTURE8 iface, DWORD LODNew) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_SetLOD(This->wineD3DTexture, LODNew);
}
DWORD WINAPI IDirect3DTexture8Impl_GetLOD(LPDIRECT3DTEXTURE8 iface) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_GetLOD(This->wineD3DTexture);
}
DWORD WINAPI IDirect3DTexture8Impl_GetLevelCount(LPDIRECT3DTEXTURE8 iface) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_GetLevelCount(This->wineD3DTexture);
}
/* IDirect3DTexture8 Interface follow: */
HRESULT WINAPI IDirect3DTexture8Impl_GetLevelDesc(LPDIRECT3DTEXTURE8 iface, UINT Level, D3DSURFACE_DESC *pDesc) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
WINED3DSURFACE_DESC wined3ddesc;
UINT tmpInt = -1;
TRACE("(%p) Relay\n", This);
/* As d3d8 and d3d8 structures differ, pass in ptrs to where data needs to go */
memset(&wined3ddesc, 0, sizeof(wined3ddesc));
wined3ddesc.Format = (WINED3DFORMAT *)&pDesc->Format;
wined3ddesc.Type = &pDesc->Type;
wined3ddesc.Usage = &pDesc->Usage;
wined3ddesc.Pool = &pDesc->Pool;
wined3ddesc.Size = &tmpInt; /* required for d3d8 */
wined3ddesc.MultiSampleType = &pDesc->MultiSampleType;
wined3ddesc.Width = &pDesc->Width;
wined3ddesc.Height = &pDesc->Height;
return IWineD3DTexture_GetLevelDesc(This->wineD3DTexture, Level, &wined3ddesc);
}
HRESULT WINAPI IDirect3DTexture8Impl_GetSurfaceLevel(LPDIRECT3DTEXTURE8 iface, UINT Level, IDirect3DSurface8 **ppSurfaceLevel) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
HRESULT hrc = D3D_OK;
IWineD3DSurface *mySurface = NULL;
TRACE("(%p) Relay\n", This);
hrc = IWineD3DTexture_GetSurfaceLevel(This->wineD3DTexture, Level, &mySurface);
if (hrc == D3D_OK && NULL != ppSurfaceLevel) {
IWineD3DSurface_GetParent(mySurface, (IUnknown **)ppSurfaceLevel);
IWineD3DSurface_Release(mySurface);
}
return hrc;
}
HRESULT WINAPI IDirect3DTexture8Impl_LockRect(LPDIRECT3DTEXTURE8 iface, UINT Level, D3DLOCKED_RECT *pLockedRect, CONST RECT *pRect, DWORD Flags) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_LockRect(This->wineD3DTexture, Level, pLockedRect, pRect, Flags);
}
HRESULT WINAPI IDirect3DTexture8Impl_UnlockRect(LPDIRECT3DTEXTURE8 iface, UINT Level) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_UnlockRect(This->wineD3DTexture, Level);
}
HRESULT WINAPI IDirect3DTexture8Impl_AddDirtyRect(LPDIRECT3DTEXTURE8 iface, CONST RECT *pDirtyRect) {
IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DTexture_AddDirtyRect(This->wineD3DTexture, pDirtyRect);
}
const IDirect3DTexture8Vtbl Direct3DTexture8_Vtbl =
{
/* IUnknown */
IDirect3DTexture8Impl_QueryInterface,
IDirect3DTexture8Impl_AddRef,
IDirect3DTexture8Impl_Release,
/* IDirect3DResource8 */
IDirect3DTexture8Impl_GetDevice,
IDirect3DTexture8Impl_SetPrivateData,
IDirect3DTexture8Impl_GetPrivateData,
IDirect3DTexture8Impl_FreePrivateData,
IDirect3DTexture8Impl_SetPriority,
IDirect3DTexture8Impl_GetPriority,
IDirect3DTexture8Impl_PreLoad,
IDirect3DTexture8Impl_GetType,
/* IDirect3dBaseTexture8 */
IDirect3DTexture8Impl_SetLOD,
IDirect3DTexture8Impl_GetLOD,
IDirect3DTexture8Impl_GetLevelCount,
/* IDirect3DTexture8 */
IDirect3DTexture8Impl_GetLevelDesc,
IDirect3DTexture8Impl_GetSurfaceLevel,
IDirect3DTexture8Impl_LockRect,
IDirect3DTexture8Impl_UnlockRect,
IDirect3DTexture8Impl_AddDirtyRect
};