Sweden-Number/dlls/wined3d/basetexture.c
Oliver Stieber ba5eb14768 Encapsulate texture, surface encapsulated.
Added BindTexture, GetTextureDimensions, UnBindTexture.
Proper GetContainer support for surface.
SetContainer added to surface and volume.
SetInPbufferState added to surface (until gl context management is
implemented).
Minor changes:
- BaseTexture no longer 'holds' a reference to IWineD3DDevice to
  prevent circular referencing.
- Better managment of referinging for texture.
- Some TODO's for implementing a context manager.
- Better preload implementation.
- Fix compile warning in device.c Set/GetSamplerState.
- Add QueryInterface support for surface.
- Format X8R8G8B8 added to locking.
2005-03-14 10:12:52 +00:00

238 lines
9.2 KiB
C

/*
* 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 a 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);
IUnknown_AddRef(This->resource.parent);
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) {
HeapFree(GetProcessHeap(), 0, This);
} else {
IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
}
return ref;
}
/* ****************************************************
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->baseTexture.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->baseTexture.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;
FIXME("(%p) : This shouldn't be called\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
FIXME("(%p) : This shouldn't be called\n", This);
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;
}
IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
{
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
};