rpcrt4: Try a lot harder to resuse existing connections by comparing inside the RpcQu...
[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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
28
29 /* *******************************************
30    IWineD3DTexture IUnknown parts follow
31    ******************************************* */
32 static 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     *ppobj = NULL;
46     return E_NOINTERFACE;
47 }
48
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);
53 }
54
55 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
56     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
57     ULONG ref;
58     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
59     ref = InterlockedDecrement(&This->resource.ref);
60     if (ref == 0) {
61         IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
62     }
63     return ref;
64 }
65
66
67 /* ****************************************************
68    IWineD3DTexture IWineD3DResource parts follow
69    **************************************************** */
70 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
71     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
72 }
73
74 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
75     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
76 }
77
78 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
79     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
80 }
81
82 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
83     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
84 }
85
86 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
87     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
88 }
89
90 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
91     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
92 }
93
94 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
95
96     /* Override the IWineD3DResource PreLoad method */
97     unsigned int i;
98     BOOL setGlTextureDesc = FALSE;
99     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
100     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
101     BOOL srgb_mode = This->baseTexture.is_srgb;
102     BOOL srgb_was_toggled = FALSE;
103
104     TRACE("(%p) : About to load texture\n", This);
105
106     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
107
108     if(!device->isInDraw) {
109         /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
110          * recursive calls
111          */
112         ENTER_GL();
113         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
114         LEAVE_GL();
115     } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
116         srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
117         srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
118         This->baseTexture.is_srgb = srgb_mode;
119     }
120
121     IWineD3DTexture_BindTexture(iface);
122     ENTER_GL();
123     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
124     if (This->baseTexture.dirty) {
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], srgb_mode);
129         }
130     } else if (srgb_was_toggled) {
131         if (This->baseTexture.srgb_mode_change_count < 20)
132             ++This->baseTexture.srgb_mode_change_count;
133         else
134             FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
135
136         for (i = 0; i < This->baseTexture.levels; i++) {
137             IWineD3DSurfaceImpl_AddDirtyRect(This->surfaces[i], NULL);
138             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
139             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
140         }
141     } else {
142         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
143     }
144     LEAVE_GL();
145
146     /* No longer dirty */
147     This->baseTexture.dirty = FALSE;
148
149     return ;
150 }
151
152 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
153     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
154 }
155
156 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
157     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
158 }
159
160 /* ******************************************************
161    IWineD3DTexture IWineD3DBaseTexture parts follow
162    ****************************************************** */
163 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
164     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
165 }
166
167 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
168     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
169 }
170
171 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
172     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
173 }
174
175 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
176   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
177 }
178
179 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
180   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
181 }
182
183 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
184     IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
185 }
186
187 /* Internal function, No d3d mapping */
188 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
189     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
190 }
191
192 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
193     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
194 }
195
196 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
197     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
198     TRACE("(%p) : relay to BaseTexture\n", This);
199     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
200 }
201
202 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
203     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
204     TRACE("(%p) : relay to BaseTexture\n", This);
205     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
206 }
207
208 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
209     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
210     TRACE("(%p)\n", This);
211
212     return GL_TEXTURE_2D;
213 }
214
215 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
216                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
217                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
218     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
219     float matrix[16];
220     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
221
222     /** non-power2 fixups using texture matrix **/
223     if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
224         /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
225         if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU) &&
226                       (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
227             glMatrixMode(GL_TEXTURE);
228             memset(matrix, 0 , sizeof(matrix));
229             matrix[0] = This->pow2scalingFactorX;
230             matrix[5] = This->pow2scalingFactorY;
231 #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 */
232             matrix[12] = -0.25f / (float)This->width;
233             matrix[13] = -0.75f / (float)This->height;
234 #endif
235             matrix[10] = 1;
236             matrix[15] = 1;
237             TRACE("(%p) Setup Matrix:\n", This);
238             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
239             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
240             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
241             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
242             TRACE("\n");
243
244             glMultMatrixf(matrix);
245         } else {
246             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
247             FIXME("Non-power2 texture being used with generated texture coords\n");
248         }
249     }
250
251 }
252
253 /* *******************************************
254    IWineD3DTexture IWineD3DTexture parts follow
255    ******************************************* */
256 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
257     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
258     int i;
259
260     TRACE("(%p) : Cleaning up\n",This);
261     for (i = 0; i < This->baseTexture.levels; i++) {
262         if (This->surfaces[i] != NULL) {
263             /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
264             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
265             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
266             D3DCB_DestroySurface(This->surfaces[i]);
267         }
268     }
269     TRACE("(%p) : cleaning up base texture\n", This);
270     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
271     /* free the object */
272     HeapFree(GetProcessHeap(), 0, This);
273 }
274
275 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
276     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
277
278     if (Level < This->baseTexture.levels) {
279         TRACE("(%p) Level (%d)\n", This, Level);
280         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
281     }
282     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
283     return WINED3DERR_INVALIDCALL;
284 }
285
286 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
287     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
288     HRESULT hr = WINED3DERR_INVALIDCALL;
289
290     if (Level < This->baseTexture.levels) {
291         *ppSurfaceLevel = This->surfaces[Level];
292         IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
293         hr = WINED3D_OK;
294         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
295     }
296     if (WINED3D_OK != hr) {
297         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
298         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
299     }
300     return hr;
301 }
302
303 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
304                                             CONST RECT *pRect, DWORD Flags) {
305     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
306     HRESULT hr = WINED3DERR_INVALIDCALL;
307
308     if (Level < This->baseTexture.levels) {
309         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
310     }
311     if (WINED3D_OK == hr) {
312         TRACE("(%p) Level (%d) success\n", This, Level);
313     } else {
314         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
315     }
316
317     return hr;
318 }
319
320 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
321    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
322     HRESULT hr = WINED3DERR_INVALIDCALL;
323
324     if (Level < This->baseTexture.levels) {
325         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
326     }
327     if ( WINED3D_OK == hr) {
328         TRACE("(%p) Level (%d) success\n", This, Level);
329     } else {
330         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
331     }
332     return hr;
333 }
334
335 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
336     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
337     This->baseTexture.dirty = TRUE;
338     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
339     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
340 }
341
342 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
343 {
344     /* IUnknown */
345     IWineD3DTextureImpl_QueryInterface,
346     IWineD3DTextureImpl_AddRef,
347     IWineD3DTextureImpl_Release,
348     /* IWineD3DResource */
349     IWineD3DTextureImpl_GetParent,
350     IWineD3DTextureImpl_GetDevice,
351     IWineD3DTextureImpl_SetPrivateData,
352     IWineD3DTextureImpl_GetPrivateData,
353     IWineD3DTextureImpl_FreePrivateData,
354     IWineD3DTextureImpl_SetPriority,
355     IWineD3DTextureImpl_GetPriority,
356     IWineD3DTextureImpl_PreLoad,
357     IWineD3DTextureImpl_GetType,
358     /* IWineD3DBaseTexture */
359     IWineD3DTextureImpl_SetLOD,
360     IWineD3DTextureImpl_GetLOD,
361     IWineD3DTextureImpl_GetLevelCount,
362     IWineD3DTextureImpl_SetAutoGenFilterType,
363     IWineD3DTextureImpl_GetAutoGenFilterType,
364     IWineD3DTextureImpl_GenerateMipSubLevels,
365     IWineD3DTextureImpl_SetDirty,
366     IWineD3DTextureImpl_GetDirty,
367     IWineD3DTextureImpl_BindTexture,
368     IWineD3DTextureImpl_UnBindTexture,
369     IWineD3DTextureImpl_GetTextureDimensions,
370     IWineD3DTextureImpl_ApplyStateChanges,
371     /* IWineD3DTexture */
372     IWineD3DTextureImpl_Destroy,
373     IWineD3DTextureImpl_GetLevelDesc,
374     IWineD3DTextureImpl_GetSurfaceLevel,
375     IWineD3DTextureImpl_LockRect,
376     IWineD3DTextureImpl_UnlockRect,
377     IWineD3DTextureImpl_AddDirtyRect
378 };