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 ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->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);
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);
78 TRACE("(%p) : cleaning up base texture\n", This);
79 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
81 HeapFree(GetProcessHeap(), 0, This);
86 /* ****************************************************
87 IWineD3DTexture IWineD3DResource parts follow
88 **************************************************** */
89 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
90 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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);
97 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
98 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
101 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
102 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
105 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
106 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
109 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
110 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
113 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
115 /* Override the IWineD3DResource PreLoad method */
117 BOOL setGlTextureDesc = FALSE;
118 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
120 TRACE("(%p) : About to load texture\n", This);
122 if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
124 IWineD3DTexture_BindTexture(iface);
126 /* If were dirty then reload the surfaces */
127 if(This->baseTexture.dirty) {
129 for (i = 0; i < This->baseTexture.levels; i++) {
131 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
132 IWineD3DSurface_LoadTexture(This->surfaces[i]);
135 /* No longer dirty */
136 This->baseTexture.dirty = FALSE;
138 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
145 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
146 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
149 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
150 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
153 /* ******************************************************
154 IWineD3DTexture IWineD3DBaseTexture parts follow
155 ****************************************************** */
156 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
157 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
160 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
161 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
164 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
165 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
168 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
169 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
172 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
173 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
176 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
177 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
180 /* Internal function, No d3d mapping */
181 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
182 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
185 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
186 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
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);
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);
201 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
202 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
203 TRACE("(%p)\n", This);
205 return GL_TEXTURE_2D;
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;
213 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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) == WINED3DTSS_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;
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]);
237 glMultMatrixf(matrix);
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");
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;
252 if (Level < This->baseTexture.levels) {
253 TRACE("(%p) Level (%d)\n", This, Level);
254 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
256 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
257 return WINED3DERR_INVALIDCALL;
260 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
261 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
262 HRESULT hr = WINED3DERR_INVALIDCALL;
264 if (Level < This->baseTexture.levels) {
265 *ppSurfaceLevel = This->surfaces[Level];
266 IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
268 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
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.. */
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;
282 if (Level < This->baseTexture.levels) {
283 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
285 if (WINED3D_OK == hr) {
286 TRACE("(%p) Level (%d) success\n", This, Level);
288 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
294 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
295 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
296 HRESULT hr = WINED3DERR_INVALIDCALL;
298 if (Level < This->baseTexture.levels) {
299 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
301 if ( WINED3D_OK == hr) {
302 TRACE("(%p) Level (%d) success\n", This, Level);
304 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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);
316 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
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