wined3d: Correct the software cursor position if the app is running in windowed mode.
[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 ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->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         int i;
62
63         TRACE("(%p) : Cleaning up\n",This);
64         for (i = 0; i < This->baseTexture.levels; i++) {
65             if (This->surfaces[i] != NULL) {
66                 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
67                 IUnknown* surfaceParent;
68                 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
69                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
70                 /* Cleanup the container */
71                 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
72                 /* Now, release the parent, which will take care of cleaning up the surface for us */
73                 IWineD3DSurface_GetParent(This->surfaces[i], &surfaceParent);
74                 IUnknown_Release(surfaceParent);
75                 IUnknown_Release(surfaceParent);
76             }
77         }
78         TRACE("(%p) : cleaning up base texture\n", This);
79         IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
80         /* free the object */
81         HeapFree(GetProcessHeap(), 0, This);
82     }
83     return ref;
84 }
85
86 /* ****************************************************
87    IWineD3DTexture IWineD3DResource parts follow
88    **************************************************** */
89 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
90     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
91 }
92
93 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
94     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
95 }
96
97 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
98     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
99 }
100
101 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
102     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
103 }
104
105 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
106     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
107 }
108
109 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
110     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
111 }
112
113 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
114
115     /* Override the IWineD3DResource PreLoad method */
116     unsigned int i;
117     BOOL setGlTextureDesc = FALSE;
118     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
119
120     TRACE("(%p) : About to load texture\n", This);
121
122     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
123
124     IWineD3DTexture_BindTexture(iface);
125     ENTER_GL();
126         /* If were dirty then reload the surfaces */
127     if(This->baseTexture.dirty) {
128
129         for (i = 0; i < This->baseTexture.levels; i++) {
130             if(setGlTextureDesc)
131                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
132             IWineD3DSurface_LoadTexture(This->surfaces[i]);
133         }
134
135         /* No longer dirty */
136         This->baseTexture.dirty = FALSE;
137     } else {
138         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
139     }
140     LEAVE_GL();
141
142     return ;
143 }
144
145 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
146     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
147 }
148
149 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
150     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
151 }
152
153 /* ******************************************************
154    IWineD3DTexture IWineD3DBaseTexture parts follow
155    ****************************************************** */
156 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
157     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
158 }
159
160 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
161     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
162 }
163
164 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
165     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
166 }
167
168 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
169   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
170 }
171
172 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
173   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
174 }
175
176 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
177   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
178 }
179
180 /* Internal function, No d3d mapping */
181 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
182     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
183 }
184
185 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
186     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
187 }
188
189 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
190     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
191     TRACE("(%p) : relay to BaseTexture\n", This);
192     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
193 }
194
195 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
196     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
197     TRACE("(%p) : relay to BaseTexture\n", This);
198     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
199 }
200
201 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
202     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
203     TRACE("(%p)\n", This);
204
205     return GL_TEXTURE_2D;
206 }
207
208 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
209                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
210                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
211     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
212     float matrix[16];
213     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
214
215     /** non-power2 fixups using texture matrix **/
216     if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
217         /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
218         if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU) &&
219                       (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
220             glMatrixMode(GL_TEXTURE);
221             memset(matrix, 0 , sizeof(matrix));
222             matrix[0] = This->pow2scalingFactorX;
223             matrix[5] = This->pow2scalingFactorY;
224 #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 */
225             matrix[12] = -0.25f / (float)This->width;
226             matrix[13] = -0.75f / (float)This->height;
227 #endif
228             matrix[10] = 1;
229             matrix[15] = 1;
230             TRACE("(%p) Setup Matrix:\n", This);
231             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
232             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
233             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
234             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
235             TRACE("\n");
236
237             glMultMatrixf(matrix);
238         } else {
239             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
240             FIXME("Non-power2 texture being used with generated texture coords\n");
241         }
242     }
243
244 }
245
246 /* *******************************************
247    IWineD3DTexture IWineD3DTexture parts follow
248    ******************************************* */
249 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
250     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
251
252     if (Level < This->baseTexture.levels) {
253         TRACE("(%p) Level (%d)\n", This, Level);
254         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
255     }
256     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
257     return WINED3DERR_INVALIDCALL;
258 }
259
260 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
261     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
262     HRESULT hr = WINED3DERR_INVALIDCALL;
263
264     if (Level < This->baseTexture.levels) {
265         *ppSurfaceLevel = This->surfaces[Level];
266         IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
267         hr = WINED3D_OK;
268         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
269     }
270     if (WINED3D_OK != hr) {
271         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
272         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
273     }
274     return hr;
275 }
276
277 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
278                                             CONST RECT *pRect, DWORD Flags) {
279     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
280     HRESULT hr = WINED3DERR_INVALIDCALL;
281
282     if (Level < This->baseTexture.levels) {
283         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
284     }
285     if (WINED3D_OK == hr) {
286         TRACE("(%p) Level (%d) success\n", This, Level);
287     } else {
288         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
289     }
290
291     return hr;
292 }
293
294 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
295    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
296     HRESULT hr = WINED3DERR_INVALIDCALL;
297
298     if (Level < This->baseTexture.levels) {
299         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
300     }
301     if ( WINED3D_OK == hr) {
302         TRACE("(%p) Level (%d) success\n", This, Level);
303     } else {
304         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
305     }
306     return hr;
307 }
308
309 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
310     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
311     This->baseTexture.dirty = TRUE;
312     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
313     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
314 }
315
316 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
317 {
318     /* IUnknown */
319     IWineD3DTextureImpl_QueryInterface,
320     IWineD3DTextureImpl_AddRef,
321     IWineD3DTextureImpl_Release,
322     /* IWineD3DResource */
323     IWineD3DTextureImpl_GetParent,
324     IWineD3DTextureImpl_GetDevice,
325     IWineD3DTextureImpl_SetPrivateData,
326     IWineD3DTextureImpl_GetPrivateData,
327     IWineD3DTextureImpl_FreePrivateData,
328     IWineD3DTextureImpl_SetPriority,
329     IWineD3DTextureImpl_GetPriority,
330     IWineD3DTextureImpl_PreLoad,
331     IWineD3DTextureImpl_GetType,
332     /* IWineD3DBaseTexture */
333     IWineD3DTextureImpl_SetLOD,
334     IWineD3DTextureImpl_GetLOD,
335     IWineD3DTextureImpl_GetLevelCount,
336     IWineD3DTextureImpl_SetAutoGenFilterType,
337     IWineD3DTextureImpl_GetAutoGenFilterType,
338     IWineD3DTextureImpl_GenerateMipSubLevels,
339     IWineD3DTextureImpl_SetDirty,
340     IWineD3DTextureImpl_GetDirty,
341     IWineD3DTextureImpl_BindTexture,
342     IWineD3DTextureImpl_UnBindTexture,
343     IWineD3DTextureImpl_GetTextureDimensions,
344     IWineD3DTextureImpl_ApplyStateChanges,
345     /* IWineD3DTexture */
346     IWineD3DTextureImpl_GetLevelDesc,
347     IWineD3DTextureImpl_GetSurfaceLevel,
348     IWineD3DTextureImpl_LockRect,
349     IWineD3DTextureImpl_UnlockRect,
350     IWineD3DTextureImpl_AddDirtyRect
351 };