wined3d: fogstart == fogend means full fog.
[wine] / dlls / wined3d / texture.c
1 /*
2  * IWineD3DTexture implementation
3  *
4  * Copyright 2002-2005 Jason Edmeades
5  * Copyright 2002-2005 Raphael Junqueira
6  * Copyright 2005 Oliver Stieber
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
28
29 /* *******************************************
30    IWineD3DTexture IUnknown parts follow
31    ******************************************* */
32 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
33 {
34     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
35     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
36     if (IsEqualGUID(riid, &IID_IUnknown)
37         || IsEqualGUID(riid, &IID_IWineD3DBase)
38         || IsEqualGUID(riid, &IID_IWineD3DResource)
39         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
40         || IsEqualGUID(riid, &IID_IWineD3DTexture)){
41         IUnknown_AddRef(iface);
42         *ppobj = This;
43         return WINED3D_OK;
44     }
45     *ppobj = NULL;
46     return E_NOINTERFACE;
47 }
48
49 static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
50     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
51     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
52     return InterlockedIncrement(&This->resource.ref);
53 }
54
55 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
56     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
57     ULONG ref;
58     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
59     ref = InterlockedDecrement(&This->resource.ref);
60     if (ref == 0) {
61         IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
62     }
63     return ref;
64 }
65
66
67 /* ****************************************************
68    IWineD3DTexture IWineD3DResource parts follow
69    **************************************************** */
70 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
71     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
72 }
73
74 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
75     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
76 }
77
78 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
79     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
80 }
81
82 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
83     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
84 }
85
86 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
87     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
88 }
89
90 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
91     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
92 }
93
94 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
95
96     /* Override the IWineD3DResource PreLoad method */
97     unsigned int i;
98     BOOL setGlTextureDesc = FALSE;
99     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
100     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
101     BOOL srgb_mode = This->baseTexture.is_srgb;
102     BOOL srgb_was_toggled = FALSE;
103
104     TRACE("(%p) : About to load texture\n", This);
105
106     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
107
108     if(!device->isInDraw) {
109         /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
110          * recursive calls
111          */
112         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
113     } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
114         srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
115         srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
116         This->baseTexture.is_srgb = srgb_mode;
117     }
118
119     IWineD3DTexture_BindTexture(iface);
120     ENTER_GL();
121     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
122     if (This->baseTexture.dirty) {
123         for (i = 0; i < This->baseTexture.levels; i++) {
124             if(setGlTextureDesc)
125                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
126             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
127         }
128     } else if (srgb_was_toggled) {
129         if (This->baseTexture.srgb_mode_change_count < 20)
130             ++This->baseTexture.srgb_mode_change_count;
131         else
132             FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
133
134         for (i = 0; i < This->baseTexture.levels; i++) {
135             IWineD3DSurfaceImpl_AddDirtyRect(This->surfaces[i], NULL);
136             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
137             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
138         }
139     } else {
140         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
141     }
142     LEAVE_GL();
143
144     /* No longer dirty */
145     This->baseTexture.dirty = FALSE;
146
147     return ;
148 }
149
150 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
151     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
152 }
153
154 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
155     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
156 }
157
158 /* ******************************************************
159    IWineD3DTexture IWineD3DBaseTexture parts follow
160    ****************************************************** */
161 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
162     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
163 }
164
165 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
166     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
167 }
168
169 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
170     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
171 }
172
173 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
174   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
175 }
176
177 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
178   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
179 }
180
181 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
182     IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
183 }
184
185 /* Internal function, No d3d mapping */
186 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
187     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
188 }
189
190 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
191     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
192 }
193
194 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
195     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
196     TRACE("(%p) : relay to BaseTexture\n", This);
197     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
198 }
199
200 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
201     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
202     TRACE("(%p) : relay to BaseTexture\n", This);
203     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
204 }
205
206 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
207     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
208     TRACE("(%p)\n", This);
209
210     return GL_TEXTURE_2D;
211 }
212
213 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
214                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
215                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
216     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
217     float matrix[16];
218     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
219
220     /** non-power2 fixups using texture matrix **/
221     if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
222         /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
223         if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU) &&
224                       (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
225             glMatrixMode(GL_TEXTURE);
226             memset(matrix, 0 , sizeof(matrix));
227             matrix[0] = This->pow2scalingFactorX;
228             matrix[5] = This->pow2scalingFactorY;
229 #if 0   /* this isn't needed any more, I changed the translation in drawprim.c to 0.9/width instead of 1/width and everything lines up ok. left here as a reminder */
230             matrix[12] = -0.25f / (float)This->width;
231             matrix[13] = -0.75f / (float)This->height;
232 #endif
233             matrix[10] = 1;
234             matrix[15] = 1;
235             TRACE("(%p) Setup Matrix:\n", This);
236             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
237             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
238             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
239             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
240             TRACE("\n");
241
242             glMultMatrixf(matrix);
243         } else {
244             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
245             FIXME("Non-power2 texture being used with generated texture coords\n");
246         }
247     }
248
249 }
250
251 /* *******************************************
252    IWineD3DTexture IWineD3DTexture parts follow
253    ******************************************* */
254 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
255     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
256     int i;
257
258     TRACE("(%p) : Cleaning up\n",This);
259     for (i = 0; i < This->baseTexture.levels; i++) {
260         if (This->surfaces[i] != NULL) {
261             /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
262             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
263             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
264             D3DCB_DestroySurface(This->surfaces[i]);
265         }
266     }
267     TRACE("(%p) : cleaning up base texture\n", This);
268     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
269     /* free the object */
270     HeapFree(GetProcessHeap(), 0, This);
271 }
272
273 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
274     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
275
276     if (Level < This->baseTexture.levels) {
277         TRACE("(%p) Level (%d)\n", This, Level);
278         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
279     }
280     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
281     return WINED3DERR_INVALIDCALL;
282 }
283
284 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
285     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
286     HRESULT hr = WINED3DERR_INVALIDCALL;
287
288     if (Level < This->baseTexture.levels) {
289         *ppSurfaceLevel = This->surfaces[Level];
290         IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
291         hr = WINED3D_OK;
292         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
293     }
294     if (WINED3D_OK != hr) {
295         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
296         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
297     }
298     return hr;
299 }
300
301 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
302                                             CONST RECT *pRect, DWORD Flags) {
303     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
304     HRESULT hr = WINED3DERR_INVALIDCALL;
305
306     if (Level < This->baseTexture.levels) {
307         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
308     }
309     if (WINED3D_OK == hr) {
310         TRACE("(%p) Level (%d) success\n", This, Level);
311     } else {
312         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
313     }
314
315     return hr;
316 }
317
318 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
319    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
320     HRESULT hr = WINED3DERR_INVALIDCALL;
321
322     if (Level < This->baseTexture.levels) {
323         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
324     }
325     if ( WINED3D_OK == hr) {
326         TRACE("(%p) Level (%d) success\n", This, Level);
327     } else {
328         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
329     }
330     return hr;
331 }
332
333 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
334     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
335     This->baseTexture.dirty = TRUE;
336     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
337     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
338 }
339
340 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
341 {
342     /* IUnknown */
343     IWineD3DTextureImpl_QueryInterface,
344     IWineD3DTextureImpl_AddRef,
345     IWineD3DTextureImpl_Release,
346     /* IWineD3DResource */
347     IWineD3DTextureImpl_GetParent,
348     IWineD3DTextureImpl_GetDevice,
349     IWineD3DTextureImpl_SetPrivateData,
350     IWineD3DTextureImpl_GetPrivateData,
351     IWineD3DTextureImpl_FreePrivateData,
352     IWineD3DTextureImpl_SetPriority,
353     IWineD3DTextureImpl_GetPriority,
354     IWineD3DTextureImpl_PreLoad,
355     IWineD3DTextureImpl_GetType,
356     /* IWineD3DBaseTexture */
357     IWineD3DTextureImpl_SetLOD,
358     IWineD3DTextureImpl_GetLOD,
359     IWineD3DTextureImpl_GetLevelCount,
360     IWineD3DTextureImpl_SetAutoGenFilterType,
361     IWineD3DTextureImpl_GetAutoGenFilterType,
362     IWineD3DTextureImpl_GenerateMipSubLevels,
363     IWineD3DTextureImpl_SetDirty,
364     IWineD3DTextureImpl_GetDirty,
365     IWineD3DTextureImpl_BindTexture,
366     IWineD3DTextureImpl_UnBindTexture,
367     IWineD3DTextureImpl_GetTextureDimensions,
368     IWineD3DTextureImpl_ApplyStateChanges,
369     /* IWineD3DTexture */
370     IWineD3DTextureImpl_Destroy,
371     IWineD3DTextureImpl_GetLevelDesc,
372     IWineD3DTextureImpl_GetSurfaceLevel,
373     IWineD3DTextureImpl_LockRect,
374     IWineD3DTextureImpl_UnlockRect,
375     IWineD3DTextureImpl_AddDirtyRect
376 };