schannel: Use FIELD_OFFSET instead of offsetof.
[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 ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->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
102     TRACE("(%p) : About to load texture\n", This);
103
104     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
105
106     if(!device->isInDraw) {
107         /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
108          * recursive calls
109          */
110         ENTER_GL();
111         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
112         LEAVE_GL();
113     }
114
115     IWineD3DTexture_BindTexture(iface);
116     ENTER_GL();
117         /* If were dirty then reload the surfaces */
118     if(This->baseTexture.dirty) {
119
120         for (i = 0; i < This->baseTexture.levels; i++) {
121             if(setGlTextureDesc)
122                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
123             IWineD3DSurface_LoadTexture(This->surfaces[i]);
124         }
125
126         /* No longer dirty */
127         This->baseTexture.dirty = FALSE;
128     } else {
129         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
130     }
131     LEAVE_GL();
132
133     return ;
134 }
135
136 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
137     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
138 }
139
140 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
141     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
142 }
143
144 /* ******************************************************
145    IWineD3DTexture IWineD3DBaseTexture parts follow
146    ****************************************************** */
147 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
148     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
149 }
150
151 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
152     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
153 }
154
155 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
156     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
157 }
158
159 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
160   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
161 }
162
163 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
164   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
165 }
166
167 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
168   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
169 }
170
171 /* Internal function, No d3d mapping */
172 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
173     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
174 }
175
176 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
177     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
178 }
179
180 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
181     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
182     TRACE("(%p) : relay to BaseTexture\n", This);
183     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
184 }
185
186 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
187     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
188     TRACE("(%p) : relay to BaseTexture\n", This);
189     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
190 }
191
192 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
193     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
194     TRACE("(%p)\n", This);
195
196     return GL_TEXTURE_2D;
197 }
198
199 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
200                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
201                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
202     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
203     float matrix[16];
204     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
205
206     /** non-power2 fixups using texture matrix **/
207     if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
208         /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
209         if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU) &&
210                       (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
211             glMatrixMode(GL_TEXTURE);
212             memset(matrix, 0 , sizeof(matrix));
213             matrix[0] = This->pow2scalingFactorX;
214             matrix[5] = This->pow2scalingFactorY;
215 #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 */
216             matrix[12] = -0.25f / (float)This->width;
217             matrix[13] = -0.75f / (float)This->height;
218 #endif
219             matrix[10] = 1;
220             matrix[15] = 1;
221             TRACE("(%p) Setup Matrix:\n", This);
222             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
223             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
224             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
225             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
226             TRACE("\n");
227
228             glMultMatrixf(matrix);
229         } else {
230             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
231             FIXME("Non-power2 texture being used with generated texture coords\n");
232         }
233     }
234
235 }
236
237 /* *******************************************
238    IWineD3DTexture IWineD3DTexture parts follow
239    ******************************************* */
240 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
241     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
242     int i;
243
244     TRACE("(%p) : Cleaning up\n",This);
245     for (i = 0; i < This->baseTexture.levels; i++) {
246         if (This->surfaces[i] != NULL) {
247             /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
248             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
249             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
250             D3DCB_DestroySurface(This->surfaces[i]);
251         }
252     }
253     TRACE("(%p) : cleaning up base texture\n", This);
254     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
255     /* free the object */
256     HeapFree(GetProcessHeap(), 0, This);
257 }
258
259 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
260     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
261
262     if (Level < This->baseTexture.levels) {
263         TRACE("(%p) Level (%d)\n", This, Level);
264         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
265     }
266     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
267     return WINED3DERR_INVALIDCALL;
268 }
269
270 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
271     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
272     HRESULT hr = WINED3DERR_INVALIDCALL;
273
274     if (Level < This->baseTexture.levels) {
275         *ppSurfaceLevel = This->surfaces[Level];
276         IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
277         hr = WINED3D_OK;
278         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
279     }
280     if (WINED3D_OK != hr) {
281         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
282         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
283     }
284     return hr;
285 }
286
287 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
288                                             CONST RECT *pRect, DWORD Flags) {
289     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
290     HRESULT hr = WINED3DERR_INVALIDCALL;
291
292     if (Level < This->baseTexture.levels) {
293         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
294     }
295     if (WINED3D_OK == hr) {
296         TRACE("(%p) Level (%d) success\n", This, Level);
297     } else {
298         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
299     }
300
301     return hr;
302 }
303
304 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
305    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
306     HRESULT hr = WINED3DERR_INVALIDCALL;
307
308     if (Level < This->baseTexture.levels) {
309         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
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     return hr;
317 }
318
319 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
320     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
321     This->baseTexture.dirty = TRUE;
322     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
323     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
324 }
325
326 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
327 {
328     /* IUnknown */
329     IWineD3DTextureImpl_QueryInterface,
330     IWineD3DTextureImpl_AddRef,
331     IWineD3DTextureImpl_Release,
332     /* IWineD3DResource */
333     IWineD3DTextureImpl_GetParent,
334     IWineD3DTextureImpl_GetDevice,
335     IWineD3DTextureImpl_SetPrivateData,
336     IWineD3DTextureImpl_GetPrivateData,
337     IWineD3DTextureImpl_FreePrivateData,
338     IWineD3DTextureImpl_SetPriority,
339     IWineD3DTextureImpl_GetPriority,
340     IWineD3DTextureImpl_PreLoad,
341     IWineD3DTextureImpl_GetType,
342     /* IWineD3DBaseTexture */
343     IWineD3DTextureImpl_SetLOD,
344     IWineD3DTextureImpl_GetLOD,
345     IWineD3DTextureImpl_GetLevelCount,
346     IWineD3DTextureImpl_SetAutoGenFilterType,
347     IWineD3DTextureImpl_GetAutoGenFilterType,
348     IWineD3DTextureImpl_GenerateMipSubLevels,
349     IWineD3DTextureImpl_SetDirty,
350     IWineD3DTextureImpl_GetDirty,
351     IWineD3DTextureImpl_BindTexture,
352     IWineD3DTextureImpl_UnBindTexture,
353     IWineD3DTextureImpl_GetTextureDimensions,
354     IWineD3DTextureImpl_ApplyStateChanges,
355     /* IWineD3DTexture */
356     IWineD3DTextureImpl_Destroy,
357     IWineD3DTextureImpl_GetLevelDesc,
358     IWineD3DTextureImpl_GetSurfaceLevel,
359     IWineD3DTextureImpl_LockRect,
360     IWineD3DTextureImpl_UnlockRect,
361     IWineD3DTextureImpl_AddDirtyRect
362 };