wined3d: Rename return values from D3D* to WINED3D*.
[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 WINED3D_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                 /* Cleanup the container */
70                 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
71                 /* Now, release the parent, which will take care of cleaning up the surface for us */
72                 IWineD3DSurface_GetParent(This->surfaces[i], &surfaceParent);
73                 IUnknown_Release(surfaceParent);
74                 IUnknown_Release(surfaceParent);
75             }
76         }
77         TRACE("(%p) : cleaning up base texture\n", This);
78         IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
79         /* free the object */
80         HeapFree(GetProcessHeap(), 0, This);
81     }
82     return ref;
83 }
84
85 /* ****************************************************
86    IWineD3DTexture IWineD3DResource parts follow
87    **************************************************** */
88 HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
89     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
90 }
91
92 HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
93     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
94 }
95
96 HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
97     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
98 }
99
100 HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
101     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
102 }
103
104 DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
105     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
106 }
107
108 DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
109     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
110 }
111
112 void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
113
114     /* Override the IWineD3DResource PreLoad method */
115     unsigned int i;
116     BOOL setGlTextureDesc = FALSE;
117     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
118
119     TRACE("(%p) : About to load texture\n", This);
120
121     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
122
123     IWineD3DTexture_BindTexture(iface);
124     ENTER_GL();
125         /* If were dirty then reload the surfaces */
126     if(This->baseTexture.dirty != FALSE) {
127
128         for (i = 0; i < This->baseTexture.levels; i++) {
129             if(setGlTextureDesc)
130                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
131             IWineD3DSurface_LoadTexture(This->surfaces[i]);
132         }
133
134         /* No longer dirty */
135         This->baseTexture.dirty = FALSE;
136     } else {
137         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
138     }
139     LEAVE_GL();
140
141     return ;
142 }
143
144 WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
145     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
146 }
147
148 HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
149     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
150 }
151
152 /* ******************************************************
153    IWineD3DTexture IWineD3DBaseTexture parts follow
154    ****************************************************** */
155 DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
156     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
157 }
158
159 DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
160     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
161 }
162
163 DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
164     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
165 }
166
167 HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
168   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
169 }
170
171 WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
172   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
173 }
174
175 void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
176   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
177 }
178
179 /* Internal function, No d3d mapping */
180 BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
181     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
182 }
183
184 BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
185     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
186 }
187
188 HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
189     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
190     TRACE("(%p) : relay to BaseTexture\n", This);
191     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
192 }
193
194 HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
195     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
196     TRACE("(%p) : relay to BaseTexture\n", This);
197     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
198 }
199
200 UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
201     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
202     TRACE("(%p)\n", This);
203
204     return GL_TEXTURE_2D;
205 }
206
207 void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
208                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
209                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
210     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
211     float matrix[16];
212     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
213
214     /** non-power2 fixups using texture matrix **/
215     if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
216         /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
217         if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU) &&
218                       (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
219             glMatrixMode(GL_TEXTURE);
220             memset(matrix, 0 , sizeof(matrix));
221             matrix[0] = This->pow2scalingFactorX;
222             matrix[5] = This->pow2scalingFactorY;
223 #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 */
224             matrix[12] = -0.25f / (float)This->width;
225             matrix[13] = -0.75f / (float)This->height;
226 #endif
227             matrix[10] = 1;
228             matrix[15] = 1;
229             TRACE("(%p) Setup Matrix:\n", This);
230             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
231             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
232             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
233             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
234             TRACE("\n");
235
236             glMultMatrixf(matrix);
237         } else {
238             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
239             FIXME("Non-power2 texture being used with generated texture coords\n");
240         }
241     }
242
243 }
244
245 /* *******************************************
246    IWineD3DTexture IWineD3DTexture parts follow
247    ******************************************* */
248 HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
249     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
250
251     if (Level < This->baseTexture.levels) {
252         TRACE("(%p) Level (%d)\n", This, Level);
253         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
254     }
255     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
256     return WINED3DERR_INVALIDCALL;
257 }
258
259 HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
260     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
261     HRESULT hr = WINED3DERR_INVALIDCALL;
262
263     if (Level < This->baseTexture.levels) {
264         *ppSurfaceLevel = This->surfaces[Level];
265         IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
266         hr = WINED3D_OK;
267         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
268     }
269     if (WINED3D_OK != hr) {
270         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
271         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
272     }
273     return hr;
274 }
275
276 HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
277                                             CONST RECT *pRect, DWORD Flags) {
278     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
279     HRESULT hr = WINED3DERR_INVALIDCALL;
280
281     if (Level < This->baseTexture.levels) {
282         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
283     }
284     if (WINED3D_OK == hr) {
285         TRACE("(%p) Level (%d) success\n", This, Level);
286     } else {
287         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
288     }
289
290     return hr;
291 }
292
293 HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
294    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
295     HRESULT hr = WINED3DERR_INVALIDCALL;
296
297     if (Level < This->baseTexture.levels) {
298         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
299     }
300     if ( WINED3D_OK == hr) {
301         TRACE("(%p) Level (%d) success\n", This, Level);
302     } else {
303         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
304     }
305     return hr;
306 }
307
308 HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
309     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
310     This->baseTexture.dirty = TRUE;
311     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
312     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
313 }
314
315 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
316 {
317     /* IUnknown */
318     IWineD3DTextureImpl_QueryInterface,
319     IWineD3DTextureImpl_AddRef,
320     IWineD3DTextureImpl_Release,
321     /* IWineD3DResource */
322     IWineD3DTextureImpl_GetParent,
323     IWineD3DTextureImpl_GetDevice,
324     IWineD3DTextureImpl_SetPrivateData,
325     IWineD3DTextureImpl_GetPrivateData,
326     IWineD3DTextureImpl_FreePrivateData,
327     IWineD3DTextureImpl_SetPriority,
328     IWineD3DTextureImpl_GetPriority,
329     IWineD3DTextureImpl_PreLoad,
330     IWineD3DTextureImpl_GetType,
331     /* IWineD3DBaseTexture */
332     IWineD3DTextureImpl_SetLOD,
333     IWineD3DTextureImpl_GetLOD,
334     IWineD3DTextureImpl_GetLevelCount,
335     IWineD3DTextureImpl_SetAutoGenFilterType,
336     IWineD3DTextureImpl_GetAutoGenFilterType,
337     IWineD3DTextureImpl_GenerateMipSubLevels,
338     IWineD3DTextureImpl_SetDirty,
339     IWineD3DTextureImpl_GetDirty,
340     IWineD3DTextureImpl_BindTexture,
341     IWineD3DTextureImpl_UnBindTexture,
342     IWineD3DTextureImpl_GetTextureDimensions,
343     IWineD3DTextureImpl_ApplyStateChanges,
344     /* IWineD3DTexture */
345     IWineD3DTextureImpl_GetLevelDesc,
346     IWineD3DTextureImpl_GetSurfaceLevel,
347     IWineD3DTextureImpl_LockRect,
348     IWineD3DTextureImpl_UnlockRect,
349     IWineD3DTextureImpl_AddDirtyRect
350 };