Integrate hardware vertex shaders into the drawing pipeline.
[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., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
28
29 /* *******************************************
30    IWineD3DTexture IUnknown parts follow
31    ******************************************* */
32 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_IWineD3DResource)
38         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
39         || IsEqualGUID(riid, &IID_IWineD3DTexture)){
40         IUnknown_AddRef(iface);
41         *ppobj = This;
42         return D3D_OK;
43     }
44     return E_NOINTERFACE;
45 }
46
47 ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
48     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
49     TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
50     return InterlockedIncrement(&This->resource.ref);
51 }
52
53 ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
54     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
55     ULONG ref;
56     TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
57     ref = InterlockedDecrement(&This->resource.ref);
58     if (ref == 0) {
59         int i;
60
61         TRACE("(%p) : Cleaning up\n",This);
62         for (i = 0; i < This->baseTexture.levels; i++) {
63             if (This->surfaces[i] != NULL) {
64                 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
65                 IUnknown* surfaceParent;
66                 /* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */
67                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
68                 IWineD3DSurface_GetParent(This->surfaces[i], &surfaceParent);
69                 IUnknown_Release(surfaceParent);
70                 IUnknown_Release(surfaceParent);
71             }
72         }
73         TRACE("(%p) : cleaning up base texture \n", This);
74         IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
75         /* free the object */
76         HeapFree(GetProcessHeap(), 0, This);
77     }
78     return ref;
79 }
80
81 /* ****************************************************
82    IWineD3DTexture IWineD3DResource parts follow
83    **************************************************** */
84 HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
85     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
86 }
87
88 HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
89     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
90 }
91
92 HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
93     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
94 }
95
96 HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
97     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
98 }
99
100 DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
101     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
102 }
103
104 DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
105     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
106 }
107
108 void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
109
110     /* Override the IWineD3DResource PreLoad method */
111     unsigned int i;
112     BOOL setGlTextureDesc = FALSE;
113     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
114
115     TRACE("(%p) : About to load texture\n", This);
116
117     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
118
119     IWineD3DTexture_BindTexture(iface);
120     ENTER_GL();
121         /* If were dirty then reload the surfaces */
122     if(This->baseTexture.dirty != FALSE) {
123
124         for (i = 0; i < This->baseTexture.levels; i++) {
125             if(setGlTextureDesc)
126                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
127             IWineD3DSurface_LoadTexture(This->surfaces[i]);
128         }
129
130         /* No longer dirty */
131         This->baseTexture.dirty = FALSE;
132     } else {
133         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
134     }
135     LEAVE_GL();
136
137     return ;
138 }
139
140 D3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
141     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
142 }
143
144 HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
145     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
146 }
147
148 /* ******************************************************
149    IWineD3DTexture IWineD3DBaseTexture parts follow
150    ****************************************************** */
151 DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
152     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
153 }
154
155 DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
156     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
157 }
158
159 DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
160     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
161 }
162
163 HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
164   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
165 }
166
167 D3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
168   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
169 }
170
171 void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
172   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
173 }
174
175 /* Internal function, No d3d mapping */
176 BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
177     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, TRUE);
178 }
179
180 BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
181     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
182 }
183
184 HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
185     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
186     TRACE("(%p) : relay to BaseTexture \n", This);
187     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
188 }
189
190 HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
191     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
192     TRACE("(%p) : relay to BaseTexture \n", This);
193     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
194 }
195
196 UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
197     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
198     TRACE("(%p) \n", This);
199
200     return GL_TEXTURE_2D;
201 }
202
203 void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
204                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
205                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
206     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
207     float matrix[16];
208     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
209
210     /** non-power2 fixups using texture matrix **/
211     if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
212         /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
213         if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU) &&
214                       (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
215             glMatrixMode(GL_TEXTURE);
216             memset(matrix, 0 , sizeof(matrix));
217             matrix[0] = This->pow2scalingFactorX;
218             matrix[5] = This->pow2scalingFactorY;
219 #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 */
220             matrix[12] = -0.25f / (float)This->width;
221             matrix[13] = -0.75f / (float)This->height;
222 #endif
223             matrix[10] = 1;
224             matrix[15] = 1;
225             TRACE("(%p) Setup Matrix:\n", This);
226             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
227             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
228             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
229             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
230             TRACE("\n");
231
232             glMultMatrixf(matrix);
233         } else {
234             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
235             FIXME("Non-power2 texture being used with generated texture coords\n");
236         }
237     }
238
239 }
240
241 /* *******************************************
242    IWineD3DTexture IWineD3DTexture parts follow
243    ******************************************* */
244 HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
245     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
246
247     if (Level < This->baseTexture.levels) {
248         TRACE("(%p) Level (%d)\n", This, Level);
249         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
250     }
251     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
252     return D3DERR_INVALIDCALL;
253 }
254
255 HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
256     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
257     HRESULT hr = D3DERR_INVALIDCALL;
258
259     if (Level < This->baseTexture.levels) {
260         *ppSurfaceLevel = This->surfaces[Level];
261         IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
262         hr = D3D_OK;
263         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
264     }
265     if (D3D_OK != hr) {
266         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
267         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
268     }
269     return hr;
270 }
271
272 HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect,
273                                             CONST RECT *pRect, DWORD Flags) {
274     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
275     HRESULT hr = D3DERR_INVALIDCALL;
276
277     if (Level < This->baseTexture.levels) {
278         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
279     }
280     if (D3D_OK == hr) {
281         TRACE("(%p) Level (%d) success\n", This, Level);
282     } else {
283         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
284     }
285
286     return hr;
287 }
288
289 HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
290    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
291     HRESULT hr = D3DERR_INVALIDCALL;
292
293     if (Level < This->baseTexture.levels) {
294         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
295     }
296     if ( D3D_OK == hr) {
297         TRACE("(%p) Level (%d) success\n", This, Level);
298     } else {
299         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
300     }
301     return hr;
302 }
303
304 HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
305     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
306     This->baseTexture.dirty = TRUE;
307     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
308     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
309 }
310
311 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
312 {
313     /* IUnknown */
314     IWineD3DTextureImpl_QueryInterface,
315     IWineD3DTextureImpl_AddRef,
316     IWineD3DTextureImpl_Release,
317     /* IWineD3DResource */
318     IWineD3DTextureImpl_GetParent,
319     IWineD3DTextureImpl_GetDevice,
320     IWineD3DTextureImpl_SetPrivateData,
321     IWineD3DTextureImpl_GetPrivateData,
322     IWineD3DTextureImpl_FreePrivateData,
323     IWineD3DTextureImpl_SetPriority,
324     IWineD3DTextureImpl_GetPriority,
325     IWineD3DTextureImpl_PreLoad,
326     IWineD3DTextureImpl_GetType,
327     /* IWineD3DBaseTexture */
328     IWineD3DTextureImpl_SetLOD,
329     IWineD3DTextureImpl_GetLOD,
330     IWineD3DTextureImpl_GetLevelCount,
331     IWineD3DTextureImpl_SetAutoGenFilterType,
332     IWineD3DTextureImpl_GetAutoGenFilterType,
333     IWineD3DTextureImpl_GenerateMipSubLevels,
334     IWineD3DTextureImpl_SetDirty,
335     IWineD3DTextureImpl_GetDirty,
336     IWineD3DTextureImpl_BindTexture,
337     IWineD3DTextureImpl_UnBindTexture,
338     IWineD3DTextureImpl_GetTextureDimensions,
339     IWineD3DTextureImpl_ApplyStateChanges,
340     /* IWineD3DTexture */
341     IWineD3DTextureImpl_GetLevelDesc,
342     IWineD3DTextureImpl_GetSurfaceLevel,
343     IWineD3DTextureImpl_LockRect,
344     IWineD3DTextureImpl_UnlockRect,
345     IWineD3DTextureImpl_AddDirtyRect
346 };