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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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 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);
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);
54 ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
55 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
57 TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
58 ref = InterlockedDecrement(&This->resource.ref);
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);
74 TRACE("(%p) : cleaning up base texture\n", This);
75 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
77 HeapFree(GetProcessHeap(), 0, This);
82 /* ****************************************************
83 IWineD3DTexture IWineD3DResource parts follow
84 **************************************************** */
85 HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
86 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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);
93 HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
94 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
97 HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
98 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
101 DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
102 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
105 DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
106 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
109 void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
111 /* Override the IWineD3DResource PreLoad method */
113 BOOL setGlTextureDesc = FALSE;
114 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
116 TRACE("(%p) : About to load texture\n", This);
118 if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
120 IWineD3DTexture_BindTexture(iface);
122 /* If were dirty then reload the surfaces */
123 if(This->baseTexture.dirty != FALSE) {
125 for (i = 0; i < This->baseTexture.levels; i++) {
127 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
128 IWineD3DSurface_LoadTexture(This->surfaces[i]);
131 /* No longer dirty */
132 This->baseTexture.dirty = FALSE;
134 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
141 D3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
142 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
145 HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
146 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
149 /* ******************************************************
150 IWineD3DTexture IWineD3DBaseTexture parts follow
151 ****************************************************** */
152 DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
153 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
156 DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
157 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
160 DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
161 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
164 HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
165 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
168 D3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
169 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
172 void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
173 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
176 /* Internal function, No d3d mapping */
177 BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
178 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
181 BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
182 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
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);
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);
197 UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
198 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
199 TRACE("(%p)\n", This);
201 return GL_TEXTURE_2D;
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;
209 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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;
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]);
233 glMultMatrixf(matrix);
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");
242 /* *******************************************
243 IWineD3DTexture IWineD3DTexture parts follow
244 ******************************************* */
245 HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
246 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
248 if (Level < This->baseTexture.levels) {
249 TRACE("(%p) Level (%d)\n", This, Level);
250 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
252 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
253 return D3DERR_INVALIDCALL;
256 HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
257 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
258 HRESULT hr = D3DERR_INVALIDCALL;
260 if (Level < This->baseTexture.levels) {
261 *ppSurfaceLevel = This->surfaces[Level];
262 IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
264 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
267 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
268 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
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;
278 if (Level < This->baseTexture.levels) {
279 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
282 TRACE("(%p) Level (%d) success\n", This, Level);
284 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
290 HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
291 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
292 HRESULT hr = D3DERR_INVALIDCALL;
294 if (Level < This->baseTexture.levels) {
295 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
298 TRACE("(%p) Level (%d) success\n", This, Level);
300 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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);
312 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
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