wined3d: Added D3D9 render states.
[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_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 D3D_OK;
44     }
45     return E_NOINTERFACE;
46 }
47
48 ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
49     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
50     TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
51     return InterlockedIncrement(&This->resource.ref);
52 }
53
54 ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
55     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
56     ULONG ref;
57     TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
58     ref = InterlockedDecrement(&This->resource.ref);
59     if (ref == 0) {
60         int i;
61
62         TRACE("(%p) : Cleaning up\n",This);
63         for (i = 0; i < This->baseTexture.levels; i++) {
64             if (This->surfaces[i] != NULL) {
65                 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
66                 IUnknown* surfaceParent;
67                 /* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */
68                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
69                 IWineD3DSurface_GetParent(This->surfaces[i], &surfaceParent);
70                 IUnknown_Release(surfaceParent);
71                 IUnknown_Release(surfaceParent);
72             }
73         }
74         TRACE("(%p) : cleaning up base texture\n", This);
75         IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
76         /* free the object */
77         HeapFree(GetProcessHeap(), 0, This);
78     }
79     return ref;
80 }
81
82 /* ****************************************************
83    IWineD3DTexture IWineD3DResource parts follow
84    **************************************************** */
85 HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
86     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
87 }
88
89 HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
90     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
91 }
92
93 HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
94     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
95 }
96
97 HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
98     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
99 }
100
101 DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
102     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
103 }
104
105 DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
106     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
107 }
108
109 void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
110
111     /* Override the IWineD3DResource PreLoad method */
112     unsigned int i;
113     BOOL setGlTextureDesc = FALSE;
114     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
115
116     TRACE("(%p) : About to load texture\n", This);
117
118     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
119
120     IWineD3DTexture_BindTexture(iface);
121     ENTER_GL();
122         /* If were dirty then reload the surfaces */
123     if(This->baseTexture.dirty != FALSE) {
124
125         for (i = 0; i < This->baseTexture.levels; i++) {
126             if(setGlTextureDesc)
127                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
128             IWineD3DSurface_LoadTexture(This->surfaces[i]);
129         }
130
131         /* No longer dirty */
132         This->baseTexture.dirty = FALSE;
133     } else {
134         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
135     }
136     LEAVE_GL();
137
138     return ;
139 }
140
141 D3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
142     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
143 }
144
145 HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
146     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
147 }
148
149 /* ******************************************************
150    IWineD3DTexture IWineD3DBaseTexture parts follow
151    ****************************************************** */
152 DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
153     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
154 }
155
156 DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
157     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
158 }
159
160 DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
161     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
162 }
163
164 HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
165   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
166 }
167
168 D3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
169   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
170 }
171
172 void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
173   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
174 }
175
176 /* Internal function, No d3d mapping */
177 BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
178     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
179 }
180
181 BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
182     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
183 }
184
185 HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
186     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
187     TRACE("(%p) : relay to BaseTexture\n", This);
188     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
189 }
190
191 HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
192     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
193     TRACE("(%p) : relay to BaseTexture\n", This);
194     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
195 }
196
197 UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
198     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
199     TRACE("(%p)\n", This);
200
201     return GL_TEXTURE_2D;
202 }
203
204 void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
205                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
206                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
207     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
208     float matrix[16];
209     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
210
211     /** non-power2 fixups using texture matrix **/
212     if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
213         /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
214         if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU) &&
215                       (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
216             glMatrixMode(GL_TEXTURE);
217             memset(matrix, 0 , sizeof(matrix));
218             matrix[0] = This->pow2scalingFactorX;
219             matrix[5] = This->pow2scalingFactorY;
220 #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 */
221             matrix[12] = -0.25f / (float)This->width;
222             matrix[13] = -0.75f / (float)This->height;
223 #endif
224             matrix[10] = 1;
225             matrix[15] = 1;
226             TRACE("(%p) Setup Matrix:\n", This);
227             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
228             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
229             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
230             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
231             TRACE("\n");
232
233             glMultMatrixf(matrix);
234         } else {
235             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
236             FIXME("Non-power2 texture being used with generated texture coords\n");
237         }
238     }
239
240 }
241
242 /* *******************************************
243    IWineD3DTexture IWineD3DTexture parts follow
244    ******************************************* */
245 HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
246     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
247
248     if (Level < This->baseTexture.levels) {
249         TRACE("(%p) Level (%d)\n", This, Level);
250         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
251     }
252     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
253     return D3DERR_INVALIDCALL;
254 }
255
256 HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
257     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
258     HRESULT hr = D3DERR_INVALIDCALL;
259
260     if (Level < This->baseTexture.levels) {
261         *ppSurfaceLevel = This->surfaces[Level];
262         IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
263         hr = D3D_OK;
264         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
265     }
266     if (D3D_OK != hr) {
267         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
268         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
269     }
270     return hr;
271 }
272
273 HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect,
274                                             CONST RECT *pRect, DWORD Flags) {
275     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
276     HRESULT hr = D3DERR_INVALIDCALL;
277
278     if (Level < This->baseTexture.levels) {
279         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
280     }
281     if (D3D_OK == hr) {
282         TRACE("(%p) Level (%d) success\n", This, Level);
283     } else {
284         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
285     }
286
287     return hr;
288 }
289
290 HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
291    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
292     HRESULT hr = D3DERR_INVALIDCALL;
293
294     if (Level < This->baseTexture.levels) {
295         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
296     }
297     if ( D3D_OK == hr) {
298         TRACE("(%p) Level (%d) success\n", This, Level);
299     } else {
300         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
301     }
302     return hr;
303 }
304
305 HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
306     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
307     This->baseTexture.dirty = TRUE;
308     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
309     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
310 }
311
312 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
313 {
314     /* IUnknown */
315     IWineD3DTextureImpl_QueryInterface,
316     IWineD3DTextureImpl_AddRef,
317     IWineD3DTextureImpl_Release,
318     /* IWineD3DResource */
319     IWineD3DTextureImpl_GetParent,
320     IWineD3DTextureImpl_GetDevice,
321     IWineD3DTextureImpl_SetPrivateData,
322     IWineD3DTextureImpl_GetPrivateData,
323     IWineD3DTextureImpl_FreePrivateData,
324     IWineD3DTextureImpl_SetPriority,
325     IWineD3DTextureImpl_GetPriority,
326     IWineD3DTextureImpl_PreLoad,
327     IWineD3DTextureImpl_GetType,
328     /* IWineD3DBaseTexture */
329     IWineD3DTextureImpl_SetLOD,
330     IWineD3DTextureImpl_GetLOD,
331     IWineD3DTextureImpl_GetLevelCount,
332     IWineD3DTextureImpl_SetAutoGenFilterType,
333     IWineD3DTextureImpl_GetAutoGenFilterType,
334     IWineD3DTextureImpl_GenerateMipSubLevels,
335     IWineD3DTextureImpl_SetDirty,
336     IWineD3DTextureImpl_GetDirty,
337     IWineD3DTextureImpl_BindTexture,
338     IWineD3DTextureImpl_UnBindTexture,
339     IWineD3DTextureImpl_GetTextureDimensions,
340     IWineD3DTextureImpl_ApplyStateChanges,
341     /* IWineD3DTexture */
342     IWineD3DTextureImpl_GetLevelDesc,
343     IWineD3DTextureImpl_GetSurfaceLevel,
344     IWineD3DTextureImpl_LockRect,
345     IWineD3DTextureImpl_UnlockRect,
346     IWineD3DTextureImpl_AddDirtyRect
347 };