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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, 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 static 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);
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);
55 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
56 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
58 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
59 ref = InterlockedDecrement(&This->resource.ref);
61 IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
67 /* ****************************************************
68 IWineD3DTexture IWineD3DResource parts follow
69 **************************************************** */
70 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
71 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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);
78 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
79 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
82 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
83 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
86 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
87 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
90 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
91 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
94 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
96 /* Override the IWineD3DResource PreLoad method */
98 BOOL setGlTextureDesc = FALSE;
99 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
100 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
102 TRACE("(%p) : About to load texture\n", This);
104 if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
106 if(!device->isInDraw) {
107 /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
111 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
115 IWineD3DTexture_BindTexture(iface);
117 /* If were dirty then reload the surfaces */
118 if(This->baseTexture.dirty) {
120 for (i = 0; i < This->baseTexture.levels; i++) {
122 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
123 IWineD3DSurface_LoadTexture(This->surfaces[i], FALSE);
126 /* No longer dirty */
127 This->baseTexture.dirty = FALSE;
129 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
136 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
137 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
140 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
141 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
144 /* ******************************************************
145 IWineD3DTexture IWineD3DBaseTexture parts follow
146 ****************************************************** */
147 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
148 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
151 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
152 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
155 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
156 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
159 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
160 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
163 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
164 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
167 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
168 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
171 /* Internal function, No d3d mapping */
172 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
173 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
176 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
177 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
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);
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);
192 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
193 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
194 TRACE("(%p)\n", This);
196 return GL_TEXTURE_2D;
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;
204 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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;
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]);
228 glMultMatrixf(matrix);
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");
237 /* *******************************************
238 IWineD3DTexture IWineD3DTexture parts follow
239 ******************************************* */
240 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
241 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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]);
253 TRACE("(%p) : cleaning up base texture\n", This);
254 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
255 /* free the object */
256 HeapFree(GetProcessHeap(), 0, This);
259 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
260 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
262 if (Level < This->baseTexture.levels) {
263 TRACE("(%p) Level (%d)\n", This, Level);
264 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
266 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
267 return WINED3DERR_INVALIDCALL;
270 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
271 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
272 HRESULT hr = WINED3DERR_INVALIDCALL;
274 if (Level < This->baseTexture.levels) {
275 *ppSurfaceLevel = This->surfaces[Level];
276 IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
278 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
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.. */
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;
292 if (Level < This->baseTexture.levels) {
293 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
295 if (WINED3D_OK == hr) {
296 TRACE("(%p) Level (%d) success\n", This, Level);
298 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
304 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
305 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
306 HRESULT hr = WINED3DERR_INVALIDCALL;
308 if (Level < This->baseTexture.levels) {
309 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
311 if ( WINED3D_OK == hr) {
312 TRACE("(%p) Level (%d) success\n", This, Level);
314 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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);
326 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
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