wined3d: Tidy up pshader_hw_cnd.
[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  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29
30 /* *******************************************
31    IWineD3DTexture IUnknown parts follow
32    ******************************************* */
33 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
34 {
35     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
36     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
37     if (IsEqualGUID(riid, &IID_IUnknown)
38         || IsEqualGUID(riid, &IID_IWineD3DBase)
39         || IsEqualGUID(riid, &IID_IWineD3DResource)
40         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
41         || IsEqualGUID(riid, &IID_IWineD3DTexture)){
42         IUnknown_AddRef(iface);
43         *ppobj = This;
44         return WINED3D_OK;
45     }
46     *ppobj = NULL;
47     return E_NOINTERFACE;
48 }
49
50 static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
51     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
52     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
53     return InterlockedIncrement(&This->resource.ref);
54 }
55
56 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
57     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
58     ULONG ref;
59     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
60     ref = InterlockedDecrement(&This->resource.ref);
61     if (ref == 0) {
62         IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
63     }
64     return ref;
65 }
66
67
68 /* ****************************************************
69    IWineD3DTexture IWineD3DResource parts follow
70    **************************************************** */
71 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
72     return resource_get_device((IWineD3DResource *)iface, ppDevice);
73 }
74
75 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
76     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
77 }
78
79 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
80     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
81 }
82
83 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
84     return resource_free_private_data((IWineD3DResource *)iface, refguid);
85 }
86
87 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
88     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
89 }
90
91 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
92     return resource_get_priority((IWineD3DResource *)iface);
93 }
94
95 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
96
97     /* Override the IWineD3DResource PreLoad method */
98     unsigned int i;
99     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
100     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
101     BOOL srgb_mode;
102     BOOL *dirty;
103
104     TRACE("(%p) : About to load texture\n", This);
105
106     switch(srgb) {
107         case SRGB_RGB:      srgb_mode = FALSE; break;
108         case SRGB_BOTH:     texture_internal_preload(iface, SRGB_RGB);
109         case SRGB_SRGB:     srgb_mode = TRUE; break;
110         /* DONTKNOW, and shut up the compiler */
111         default:            srgb_mode = This->baseTexture.is_srgb; break;
112     }
113     dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
114
115     if(!device->isInDraw) {
116         /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
117          * recursive calls
118          */
119         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
120     }
121
122     if (This->resource.format_desc->format == WINED3DFMT_P8
123             || This->resource.format_desc->format == WINED3DFMT_A8P8)
124     {
125         for (i = 0; i < This->baseTexture.levels; i++) {
126             if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
127                 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
128                 /* TODO: This is not necessarily needed with hw palettized texture support */
129                 IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
130                 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
131                 IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
132             }
133         }
134     }
135     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
136     if (*dirty) {
137         for (i = 0; i < This->baseTexture.levels; i++) {
138             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
139         }
140     } else {
141         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
142     }
143
144     /* No longer dirty */
145     *dirty = FALSE;
146
147     return ;
148 }
149
150 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
151     texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
152 }
153
154 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
155     unsigned int i;
156     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
157     TRACE("(%p)\n", This);
158
159     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
160      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
161      * surface is fine
162      */
163     for (i = 0; i < This->baseTexture.levels; i++) {
164         IWineD3DSurface_UnLoad(This->surfaces[i]);
165         surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */
166         surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */
167     }
168
169     basetexture_unload((IWineD3DBaseTexture *)iface);
170 }
171
172 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
173     return resource_get_type((IWineD3DResource *)iface);
174 }
175
176 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
177     return resource_get_parent((IWineD3DResource *)iface, pParent);
178 }
179
180 /* ******************************************************
181    IWineD3DTexture IWineD3DBaseTexture parts follow
182    ****************************************************** */
183 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
184     return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
185 }
186
187 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
188     return basetexture_get_lod((IWineD3DBaseTexture *)iface);
189 }
190
191 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
192     return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
193 }
194
195 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
196   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
197 }
198
199 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
200   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
201 }
202
203 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
204     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
205 }
206
207 /* Internal function, No d3d mapping */
208 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
209     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
210 }
211
212 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
213     return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
214 }
215
216 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
217     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
218     BOOL set_gl_texture_desc;
219     HRESULT hr;
220
221     TRACE("(%p) : relay to BaseTexture\n", This);
222
223     hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
224     if (set_gl_texture_desc && SUCCEEDED(hr)) {
225         UINT i;
226         for (i = 0; i < This->baseTexture.levels; ++i) {
227             if(This->baseTexture.is_srgb) {
228                 surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE);
229             } else {
230                 surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE);
231             }
232         }
233         /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
234          * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
235          * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
236          * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
237          */
238         if(IWineD3DBaseTexture_IsCondNP2(iface)) {
239             ENTER_GL();
240             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
241             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
242             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
243             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
244             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
245             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
246             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
247             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
248             LEAVE_GL();
249             This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;
250             This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
251             This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
252             This->baseTexture.states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
253             This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;
254         }
255     }
256
257     return hr;
258 }
259
260 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
261     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
262     TRACE("(%p)\n", This);
263
264     return This->target;
265 }
266
267 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
268     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
269     TRACE("(%p)\n", This);
270
271     return This->cond_np2;
272 }
273
274 /* *******************************************
275    IWineD3DTexture IWineD3DTexture parts follow
276    ******************************************* */
277 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
278     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
279     unsigned int i;
280
281     TRACE("(%p) : Cleaning up\n",This);
282     for (i = 0; i < This->baseTexture.levels; i++) {
283         if (This->surfaces[i] != NULL) {
284             /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
285             surface_set_texture_name(This->surfaces[i], 0, TRUE);
286             surface_set_texture_name(This->surfaces[i], 0, FALSE);
287             surface_set_texture_target(This->surfaces[i], 0);
288             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
289             D3DCB_DestroySurface(This->surfaces[i]);
290         }
291     }
292     TRACE("(%p) : cleaning up base texture\n", This);
293     basetexture_cleanup((IWineD3DBaseTexture *)iface);
294     /* free the object */
295     HeapFree(GetProcessHeap(), 0, This);
296 }
297
298 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
299     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
300
301     if (Level < This->baseTexture.levels) {
302         TRACE("(%p) Level (%d)\n", This, Level);
303         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
304     }
305     WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
306     return WINED3DERR_INVALIDCALL;
307 }
308
309 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
310     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
311     HRESULT hr = WINED3DERR_INVALIDCALL;
312
313     if (Level < This->baseTexture.levels) {
314         *ppSurfaceLevel = This->surfaces[Level];
315         IWineD3DSurface_AddRef(This->surfaces[Level]);
316         hr = WINED3D_OK;
317         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
318     }
319     if (WINED3D_OK != hr) {
320         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
321         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
322     }
323     return hr;
324 }
325
326 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
327                                             CONST RECT *pRect, DWORD Flags) {
328     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
329     HRESULT hr = WINED3DERR_INVALIDCALL;
330
331     if (Level < This->baseTexture.levels) {
332         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
333     }
334     if (WINED3D_OK == hr) {
335         TRACE("(%p) Level (%d) success\n", This, Level);
336     } else {
337         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
338     }
339
340     return hr;
341 }
342
343 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
344    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
345     HRESULT hr = WINED3DERR_INVALIDCALL;
346
347     if (Level < This->baseTexture.levels) {
348         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
349     }
350     if ( WINED3D_OK == hr) {
351         TRACE("(%p) Level (%d) success\n", This, Level);
352     } else {
353         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
354     }
355     return hr;
356 }
357
358 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
359     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
360     This->baseTexture.dirty = TRUE;
361     This->baseTexture.srgbDirty = TRUE;
362     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
363     surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
364
365     return WINED3D_OK;
366 }
367
368 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
369 {
370     /* IUnknown */
371     IWineD3DTextureImpl_QueryInterface,
372     IWineD3DTextureImpl_AddRef,
373     IWineD3DTextureImpl_Release,
374     /* IWineD3DResource */
375     IWineD3DTextureImpl_GetParent,
376     IWineD3DTextureImpl_GetDevice,
377     IWineD3DTextureImpl_SetPrivateData,
378     IWineD3DTextureImpl_GetPrivateData,
379     IWineD3DTextureImpl_FreePrivateData,
380     IWineD3DTextureImpl_SetPriority,
381     IWineD3DTextureImpl_GetPriority,
382     IWineD3DTextureImpl_PreLoad,
383     IWineD3DTextureImpl_UnLoad,
384     IWineD3DTextureImpl_GetType,
385     /* IWineD3DBaseTexture */
386     IWineD3DTextureImpl_SetLOD,
387     IWineD3DTextureImpl_GetLOD,
388     IWineD3DTextureImpl_GetLevelCount,
389     IWineD3DTextureImpl_SetAutoGenFilterType,
390     IWineD3DTextureImpl_GetAutoGenFilterType,
391     IWineD3DTextureImpl_GenerateMipSubLevels,
392     IWineD3DTextureImpl_SetDirty,
393     IWineD3DTextureImpl_GetDirty,
394     IWineD3DTextureImpl_BindTexture,
395     IWineD3DTextureImpl_GetTextureDimensions,
396     IWineD3DTextureImpl_IsCondNP2,
397     /* IWineD3DTexture */
398     IWineD3DTextureImpl_Destroy,
399     IWineD3DTextureImpl_GetLevelDesc,
400     IWineD3DTextureImpl_GetSurfaceLevel,
401     IWineD3DTextureImpl_LockRect,
402     IWineD3DTextureImpl_UnlockRect,
403     IWineD3DTextureImpl_AddDirtyRect
404 };