Sweden-Number/dlls/wined3d/texture.c

411 lines
17 KiB
C

/*
* IWineD3DTexture implementation
*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
|| IsEqualGUID(riid, &IID_IWineD3DTexture)){
IUnknown_AddRef(iface);
*ppobj = This;
return WINED3D_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
return InterlockedIncrement(&This->resource.ref);
}
static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
}
return ref;
}
/* ****************************************************
IWineD3DTexture IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
return resource_get_device((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
return resource_get_priority((IWineD3DResource *)iface);
}
void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
/* Override the IWineD3DResource PreLoad method */
unsigned int i;
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL srgb_mode;
BOOL *dirty;
TRACE("(%p) : About to load texture\n", This);
switch(srgb) {
case SRGB_RGB: srgb_mode = FALSE; break;
case SRGB_BOTH: texture_internal_preload(iface, SRGB_RGB);
case SRGB_SRGB: srgb_mode = TRUE; break;
/* DONTKNOW, and shut up the compiler */
default: srgb_mode = This->baseTexture.is_srgb; break;
}
dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
if(!device->isInDraw) {
/* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
* recursive calls
*/
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
for (i = 0; i < This->baseTexture.levels; i++) {
if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
TRACE("Reloading surface because the d3d8/9 palette was changed\n");
/* TODO: This is not necessarily needed with hw palettized texture support */
IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
}
}
}
/* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
if (*dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
}
} else {
TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
}
/* No longer dirty */
*dirty = FALSE;
return ;
}
static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}
static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
unsigned int i;
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)\n", This);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine
*/
for (i = 0; i < This->baseTexture.levels; i++) {
IWineD3DSurface_UnLoad(This->surfaces[i]);
surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */
surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */
}
basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
return resource_get_type((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
return resource_get_parent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
BOOL set_gl_texture_desc;
HRESULT hr;
TRACE("(%p) : relay to BaseTexture\n", This);
hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i;
for (i = 0; i < This->baseTexture.levels; ++i) {
if(This->baseTexture.is_srgb) {
surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE);
} else {
surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE);
}
}
/* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
* partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
* that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
* Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
*/
if(IWineD3DBaseTexture_IsCondNP2(iface)) {
ENTER_GL();
glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
LEAVE_GL();
This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
}
}
return hr;
}
static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)\n", This);
return This->target;
}
static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)\n", This);
return This->cond_np2;
}
static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
TRACE("(%p) : relay to BaseTexture\n", iface);
basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
/* *******************************************
IWineD3DTexture IWineD3DTexture parts follow
******************************************* */
static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
int i;
TRACE("(%p) : Cleaning up\n",This);
for (i = 0; i < This->baseTexture.levels; i++) {
if (This->surfaces[i] != NULL) {
/* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
surface_set_texture_name(This->surfaces[i], 0, TRUE);
surface_set_texture_name(This->surfaces[i], 0, FALSE);
surface_set_texture_target(This->surfaces[i], 0);
IWineD3DSurface_SetContainer(This->surfaces[i], 0);
D3DCB_DestroySurface(This->surfaces[i]);
}
}
TRACE("(%p) : cleaning up base texture\n", This);
basetexture_cleanup((IWineD3DBaseTexture *)iface);
/* free the object */
HeapFree(GetProcessHeap(), 0, This);
}
static 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(This->surfaces[Level], pDesc);
}
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return WINED3DERR_INVALIDCALL;
}
static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels) {
*ppSurfaceLevel = This->surfaces[Level];
IWineD3DSurface_AddRef(This->surfaces[Level]);
hr = WINED3D_OK;
TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
}
if (WINED3D_OK != hr) {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
*ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect, DWORD Flags) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels) {
hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
}
if (WINED3D_OK == hr) {
TRACE("(%p) Level (%d) success\n", This, Level);
} else {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels) {
hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
}
if ( WINED3D_OK == hr) {
TRACE("(%p) Level (%d) success\n", This, Level);
} else {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
This->baseTexture.srgbDirty = TRUE;
TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
return WINED3D_OK;
}
const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
{
/* IUnknown */
IWineD3DTextureImpl_QueryInterface,
IWineD3DTextureImpl_AddRef,
IWineD3DTextureImpl_Release,
/* IWineD3DResource */
IWineD3DTextureImpl_GetParent,
IWineD3DTextureImpl_GetDevice,
IWineD3DTextureImpl_SetPrivateData,
IWineD3DTextureImpl_GetPrivateData,
IWineD3DTextureImpl_FreePrivateData,
IWineD3DTextureImpl_SetPriority,
IWineD3DTextureImpl_GetPriority,
IWineD3DTextureImpl_PreLoad,
IWineD3DTextureImpl_UnLoad,
IWineD3DTextureImpl_GetType,
/* IWineD3DBaseTexture */
IWineD3DTextureImpl_SetLOD,
IWineD3DTextureImpl_GetLOD,
IWineD3DTextureImpl_GetLevelCount,
IWineD3DTextureImpl_SetAutoGenFilterType,
IWineD3DTextureImpl_GetAutoGenFilterType,
IWineD3DTextureImpl_GenerateMipSubLevels,
IWineD3DTextureImpl_SetDirty,
IWineD3DTextureImpl_GetDirty,
IWineD3DTextureImpl_BindTexture,
IWineD3DTextureImpl_GetTextureDimensions,
IWineD3DTextureImpl_IsCondNP2,
IWineD3DTextureImpl_ApplyStateChanges,
/* IWineD3DTexture */
IWineD3DTextureImpl_Destroy,
IWineD3DTextureImpl_GetLevelDesc,
IWineD3DTextureImpl_GetSurfaceLevel,
IWineD3DTextureImpl_LockRect,
IWineD3DTextureImpl_UnlockRect,
IWineD3DTextureImpl_AddDirtyRect
};