2 * IWineD3DTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
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.
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.
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
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29 /* *******************************************
30 IWineD3DTexture IUnknown parts follow
31 ******************************************* */
32 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
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);
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);
55 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
56 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
58 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
59 ref = InterlockedDecrement(&This->resource.ref);
61 IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
67 /* ****************************************************
68 IWineD3DTexture IWineD3DResource parts follow
69 **************************************************** */
70 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
71 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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);
78 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
79 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
82 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
83 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
86 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
87 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
90 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
91 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
94 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
96 /* Override the IWineD3DResource PreLoad method */
98 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
99 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
100 BOOL srgb_mode = This->baseTexture.is_srgb;
101 BOOL srgb_was_toggled = FALSE;
103 TRACE("(%p) : About to load texture\n", This);
105 if(!device->isInDraw) {
106 /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
109 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
110 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
111 srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
112 srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
113 This->baseTexture.is_srgb = srgb_mode;
116 IWineD3DTexture_BindTexture(iface);
118 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
119 if (This->baseTexture.dirty) {
120 for (i = 0; i < This->baseTexture.levels; i++) {
121 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
123 } else if (srgb_was_toggled) {
124 if (This->baseTexture.srgb_mode_change_count < 20)
125 ++This->baseTexture.srgb_mode_change_count;
127 FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
129 for (i = 0; i < This->baseTexture.levels; i++) {
130 IWineD3DSurface_AddDirtyRect(This->surfaces[i], NULL);
131 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
132 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
135 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
139 /* No longer dirty */
140 This->baseTexture.dirty = FALSE;
145 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
147 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
148 TRACE("(%p)\n", This);
150 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
151 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
154 for (i = 0; i < This->baseTexture.levels; i++) {
155 IWineD3DSurface_UnLoad(This->surfaces[i]);
156 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, IWineD3DTexture_GetTextureDimensions(iface));
159 IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
162 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
163 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
166 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
167 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
170 /* ******************************************************
171 IWineD3DTexture IWineD3DBaseTexture parts follow
172 ****************************************************** */
173 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
174 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
177 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
178 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
181 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
182 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
185 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
186 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
189 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
190 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
193 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
194 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
197 /* Internal function, No d3d mapping */
198 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
199 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
202 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
203 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
206 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
207 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
208 BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
211 TRACE("(%p) : relay to BaseTexture\n", This);
213 hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
214 if (set_gl_texture_desc && SUCCEEDED(hr)) {
216 for (i = 0; i < This->baseTexture.levels; ++i) {
217 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
224 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
225 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
226 TRACE("(%p) : relay to BaseTexture\n", This);
227 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
230 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
231 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
232 TRACE("(%p)\n", This);
237 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
238 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
239 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
240 TRACE("(%p) : relay to BaseTexture\n", iface);
241 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
244 /* *******************************************
245 IWineD3DTexture IWineD3DTexture parts follow
246 ******************************************* */
247 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
248 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
251 TRACE("(%p) : Cleaning up\n",This);
252 for (i = 0; i < This->baseTexture.levels; i++) {
253 if (This->surfaces[i] != NULL) {
254 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
255 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
256 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
257 D3DCB_DestroySurface(This->surfaces[i]);
260 TRACE("(%p) : cleaning up base texture\n", This);
261 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
262 /* free the object */
263 HeapFree(GetProcessHeap(), 0, This);
266 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
267 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
269 if (Level < This->baseTexture.levels) {
270 TRACE("(%p) Level (%d)\n", This, Level);
271 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
273 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
274 return WINED3DERR_INVALIDCALL;
277 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
278 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
279 HRESULT hr = WINED3DERR_INVALIDCALL;
281 if (Level < This->baseTexture.levels) {
282 *ppSurfaceLevel = This->surfaces[Level];
283 IWineD3DSurface_AddRef(This->surfaces[Level]);
285 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
287 if (WINED3D_OK != hr) {
288 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
289 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
294 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
295 CONST RECT *pRect, DWORD Flags) {
296 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
297 HRESULT hr = WINED3DERR_INVALIDCALL;
299 if (Level < This->baseTexture.levels) {
300 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
302 if (WINED3D_OK == hr) {
303 TRACE("(%p) Level (%d) success\n", This, Level);
305 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
311 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
312 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
313 HRESULT hr = WINED3DERR_INVALIDCALL;
315 if (Level < This->baseTexture.levels) {
316 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
318 if ( WINED3D_OK == hr) {
319 TRACE("(%p) Level (%d) success\n", This, Level);
321 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
326 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
327 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
328 This->baseTexture.dirty = TRUE;
329 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
330 return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
333 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
336 IWineD3DTextureImpl_QueryInterface,
337 IWineD3DTextureImpl_AddRef,
338 IWineD3DTextureImpl_Release,
339 /* IWineD3DResource */
340 IWineD3DTextureImpl_GetParent,
341 IWineD3DTextureImpl_GetDevice,
342 IWineD3DTextureImpl_SetPrivateData,
343 IWineD3DTextureImpl_GetPrivateData,
344 IWineD3DTextureImpl_FreePrivateData,
345 IWineD3DTextureImpl_SetPriority,
346 IWineD3DTextureImpl_GetPriority,
347 IWineD3DTextureImpl_PreLoad,
348 IWineD3DTextureImpl_UnLoad,
349 IWineD3DTextureImpl_GetType,
350 /* IWineD3DBaseTexture */
351 IWineD3DTextureImpl_SetLOD,
352 IWineD3DTextureImpl_GetLOD,
353 IWineD3DTextureImpl_GetLevelCount,
354 IWineD3DTextureImpl_SetAutoGenFilterType,
355 IWineD3DTextureImpl_GetAutoGenFilterType,
356 IWineD3DTextureImpl_GenerateMipSubLevels,
357 IWineD3DTextureImpl_SetDirty,
358 IWineD3DTextureImpl_GetDirty,
359 IWineD3DTextureImpl_BindTexture,
360 IWineD3DTextureImpl_UnBindTexture,
361 IWineD3DTextureImpl_GetTextureDimensions,
362 IWineD3DTextureImpl_ApplyStateChanges,
363 /* IWineD3DTexture */
364 IWineD3DTextureImpl_Destroy,
365 IWineD3DTextureImpl_GetLevelDesc,
366 IWineD3DTextureImpl_GetSurfaceLevel,
367 IWineD3DTextureImpl_LockRect,
368 IWineD3DTextureImpl_UnlockRect,
369 IWineD3DTextureImpl_AddDirtyRect