wined3d: Use WINED3DSTREAMSOURCE_INSTANCEDATA rather than D3DSTREAMSOURCE_INSTANCEDATA.
[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         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
101     TRACE("(%p) : About to load texture\n", This);
102
103     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
104
105     IWineD3DTexture_BindTexture(iface);
106     ENTER_GL();
107         /* If were dirty then reload the surfaces */
108     if(This->baseTexture.dirty) {
109
110         for (i = 0; i < This->baseTexture.levels; i++) {
111             if(setGlTextureDesc)
112                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
113             IWineD3DSurface_LoadTexture(This->surfaces[i]);
114         }
115
116         /* No longer dirty */
117         This->baseTexture.dirty = FALSE;
118     } else {
119         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
120     }
121     LEAVE_GL();
122
123     return ;
124 }
125
126 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
127     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
128 }
129
130 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
131     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
132 }
133
134 /* ******************************************************
135    IWineD3DTexture IWineD3DBaseTexture parts follow
136    ****************************************************** */
137 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
138     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
139 }
140
141 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
142     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
143 }
144
145 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
146     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
147 }
148
149 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
150   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
151 }
152
153 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
154   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
155 }
156
157 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
158   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
159 }
160
161 /* Internal function, No d3d mapping */
162 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
163     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
164 }
165
166 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
167     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
168 }
169
170 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
171     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
172     TRACE("(%p) : relay to BaseTexture\n", This);
173     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
174 }
175
176 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
177     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
178     TRACE("(%p) : relay to BaseTexture\n", This);
179     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
180 }
181
182 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
183     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
184     TRACE("(%p)\n", This);
185
186     return GL_TEXTURE_2D;
187 }
188
189 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
190                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
191                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
192     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
193     float matrix[16];
194     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
195
196     /** non-power2 fixups using texture matrix **/
197     if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
198         /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
199         if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU) &&
200                       (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
201             glMatrixMode(GL_TEXTURE);
202             memset(matrix, 0 , sizeof(matrix));
203             matrix[0] = This->pow2scalingFactorX;
204             matrix[5] = This->pow2scalingFactorY;
205 #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 */
206             matrix[12] = -0.25f / (float)This->width;
207             matrix[13] = -0.75f / (float)This->height;
208 #endif
209             matrix[10] = 1;
210             matrix[15] = 1;
211             TRACE("(%p) Setup Matrix:\n", This);
212             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
213             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
214             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
215             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
216             TRACE("\n");
217
218             glMultMatrixf(matrix);
219         } else {
220             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
221             FIXME("Non-power2 texture being used with generated texture coords\n");
222         }
223     }
224
225 }
226
227 /* *******************************************
228    IWineD3DTexture IWineD3DTexture parts follow
229    ******************************************* */
230 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
231     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
232     int i;
233
234     TRACE("(%p) : Cleaning up\n",This);
235     for (i = 0; i < This->baseTexture.levels; i++) {
236         if (This->surfaces[i] != NULL) {
237             /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
238             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
239             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
240             D3DCB_DestroySurface(This->surfaces[i]);
241         }
242     }
243     TRACE("(%p) : cleaning up base texture\n", This);
244     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
245     /* free the object */
246     HeapFree(GetProcessHeap(), 0, This);
247 }
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_Destroy,
347     IWineD3DTextureImpl_GetLevelDesc,
348     IWineD3DTextureImpl_GetSurfaceLevel,
349     IWineD3DTextureImpl_LockRect,
350     IWineD3DTextureImpl_UnlockRect,
351     IWineD3DTextureImpl_AddDirtyRect
352 };