wined3d: Fixed function vertex attribute types are flexible.
[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             IWineD3DSurface_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 This->target;
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     TRACE("(%p) : relay to BaseTexture\n", iface);
217     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
218 }
219
220 /* *******************************************
221    IWineD3DTexture IWineD3DTexture parts follow
222    ******************************************* */
223 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
224     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
225     int i;
226
227     TRACE("(%p) : Cleaning up\n",This);
228     for (i = 0; i < This->baseTexture.levels; i++) {
229         if (This->surfaces[i] != NULL) {
230             /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
231             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
232             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
233             D3DCB_DestroySurface(This->surfaces[i]);
234         }
235     }
236     TRACE("(%p) : cleaning up base texture\n", This);
237     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
238     /* free the object */
239     HeapFree(GetProcessHeap(), 0, This);
240 }
241
242 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
243     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
244
245     if (Level < This->baseTexture.levels) {
246         TRACE("(%p) Level (%d)\n", This, Level);
247         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
248     }
249     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
250     return WINED3DERR_INVALIDCALL;
251 }
252
253 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
254     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
255     HRESULT hr = WINED3DERR_INVALIDCALL;
256
257     if (Level < This->baseTexture.levels) {
258         *ppSurfaceLevel = This->surfaces[Level];
259         IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
260         hr = WINED3D_OK;
261         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
262     }
263     if (WINED3D_OK != hr) {
264         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
265         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
266     }
267     return hr;
268 }
269
270 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
271                                             CONST RECT *pRect, DWORD Flags) {
272     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
273     HRESULT hr = WINED3DERR_INVALIDCALL;
274
275     if (Level < This->baseTexture.levels) {
276         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
277     }
278     if (WINED3D_OK == hr) {
279         TRACE("(%p) Level (%d) success\n", This, Level);
280     } else {
281         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
282     }
283
284     return hr;
285 }
286
287 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
288    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
289     HRESULT hr = WINED3DERR_INVALIDCALL;
290
291     if (Level < This->baseTexture.levels) {
292         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
293     }
294     if ( WINED3D_OK == hr) {
295         TRACE("(%p) Level (%d) success\n", This, Level);
296     } else {
297         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
298     }
299     return hr;
300 }
301
302 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
303     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
304     This->baseTexture.dirty = TRUE;
305     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
306     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
307 }
308
309 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
310 {
311     /* IUnknown */
312     IWineD3DTextureImpl_QueryInterface,
313     IWineD3DTextureImpl_AddRef,
314     IWineD3DTextureImpl_Release,
315     /* IWineD3DResource */
316     IWineD3DTextureImpl_GetParent,
317     IWineD3DTextureImpl_GetDevice,
318     IWineD3DTextureImpl_SetPrivateData,
319     IWineD3DTextureImpl_GetPrivateData,
320     IWineD3DTextureImpl_FreePrivateData,
321     IWineD3DTextureImpl_SetPriority,
322     IWineD3DTextureImpl_GetPriority,
323     IWineD3DTextureImpl_PreLoad,
324     IWineD3DTextureImpl_GetType,
325     /* IWineD3DBaseTexture */
326     IWineD3DTextureImpl_SetLOD,
327     IWineD3DTextureImpl_GetLOD,
328     IWineD3DTextureImpl_GetLevelCount,
329     IWineD3DTextureImpl_SetAutoGenFilterType,
330     IWineD3DTextureImpl_GetAutoGenFilterType,
331     IWineD3DTextureImpl_GenerateMipSubLevels,
332     IWineD3DTextureImpl_SetDirty,
333     IWineD3DTextureImpl_GetDirty,
334     IWineD3DTextureImpl_BindTexture,
335     IWineD3DTextureImpl_UnBindTexture,
336     IWineD3DTextureImpl_GetTextureDimensions,
337     IWineD3DTextureImpl_ApplyStateChanges,
338     /* IWineD3DTexture */
339     IWineD3DTextureImpl_Destroy,
340     IWineD3DTextureImpl_GetLevelDesc,
341     IWineD3DTextureImpl_GetSurfaceLevel,
342     IWineD3DTextureImpl_LockRect,
343     IWineD3DTextureImpl_UnlockRect,
344     IWineD3DTextureImpl_AddDirtyRect
345 };