urlmon: Don't create stgmed_obj for binding to object.
[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     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
99     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
100     BOOL srgb_mode = This->baseTexture.is_srgb;
101     BOOL srgb_was_toggled = FALSE;
102
103     TRACE("(%p) : About to load texture\n", This);
104
105     if(!device->isInDraw) {
106         /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
107          * recursive calls
108          */
109         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
110     } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
111         srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
112         srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
113         This->baseTexture.is_srgb = srgb_mode;
114     }
115
116     IWineD3DTexture_BindTexture(iface);
117     ENTER_GL();
118     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
119     if (This->baseTexture.dirty) {
120         for (i = 0; i < This->baseTexture.levels; i++) {
121             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
122         }
123     } else if (srgb_was_toggled) {
124         if (This->baseTexture.srgb_mode_change_count < 20)
125             ++This->baseTexture.srgb_mode_change_count;
126         else
127             FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
128
129         for (i = 0; i < This->baseTexture.levels; i++) {
130             IWineD3DSurface_AddDirtyRect(This->surfaces[i], NULL);
131             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
132             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
133         }
134     } else {
135         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
136     }
137     LEAVE_GL();
138
139     /* No longer dirty */
140     This->baseTexture.dirty = FALSE;
141
142     return ;
143 }
144
145 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
146     unsigned int i;
147     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
148     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
149     TRACE("(%p)\n", This);
150
151     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
152      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
153      * surface is fine
154      */
155     for (i = 0; i < This->baseTexture.levels; i++) {
156         IWineD3DSurface_UnLoad(This->surfaces[i]);
157         IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, IWineD3DTexture_GetTextureDimensions(iface));
158     }
159
160     if(This->baseTexture.textureName) {
161         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
162         ENTER_GL();
163         glDeleteTextures(1, &This->baseTexture.textureName);
164         This->baseTexture.textureName = 0;
165         LEAVE_GL();
166     }
167 }
168
169 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
170     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
171 }
172
173 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
174     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
175 }
176
177 /* ******************************************************
178    IWineD3DTexture IWineD3DBaseTexture parts follow
179    ****************************************************** */
180 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
181     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
182 }
183
184 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
185     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
186 }
187
188 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
189     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
190 }
191
192 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
193   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
194 }
195
196 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
197   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
198 }
199
200 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
201     IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
202 }
203
204 /* Internal function, No d3d mapping */
205 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
206     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
207 }
208
209 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
210     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
211 }
212
213 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
214     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
215     BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
216     HRESULT hr;
217
218     TRACE("(%p) : relay to BaseTexture\n", This);
219
220     hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
221     if (set_gl_texture_desc && SUCCEEDED(hr)) {
222         UINT i;
223         for (i = 0; i < This->baseTexture.levels; ++i) {
224             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
225         }
226     }
227
228     return hr;
229 }
230
231 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
232     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
233     TRACE("(%p) : relay to BaseTexture\n", This);
234     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
235 }
236
237 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
238     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
239     TRACE("(%p)\n", This);
240
241     return This->target;
242 }
243
244 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
245                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
246                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
247     TRACE("(%p) : relay to BaseTexture\n", iface);
248     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
249 }
250
251 /* *******************************************
252    IWineD3DTexture IWineD3DTexture parts follow
253    ******************************************* */
254 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
255     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
256     int i;
257
258     TRACE("(%p) : Cleaning up\n",This);
259     for (i = 0; i < This->baseTexture.levels; i++) {
260         if (This->surfaces[i] != NULL) {
261             /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
262             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
263             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
264             D3DCB_DestroySurface(This->surfaces[i]);
265         }
266     }
267     TRACE("(%p) : cleaning up base texture\n", This);
268     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
269     /* free the object */
270     HeapFree(GetProcessHeap(), 0, This);
271 }
272
273 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
274     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
275
276     if (Level < This->baseTexture.levels) {
277         TRACE("(%p) Level (%d)\n", This, Level);
278         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
279     }
280     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
281     return WINED3DERR_INVALIDCALL;
282 }
283
284 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
285     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
286     HRESULT hr = WINED3DERR_INVALIDCALL;
287
288     if (Level < This->baseTexture.levels) {
289         *ppSurfaceLevel = This->surfaces[Level];
290         IWineD3DSurface_AddRef(This->surfaces[Level]);
291         hr = WINED3D_OK;
292         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
293     }
294     if (WINED3D_OK != hr) {
295         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
296         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
297     }
298     return hr;
299 }
300
301 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
302                                             CONST RECT *pRect, DWORD Flags) {
303     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
304     HRESULT hr = WINED3DERR_INVALIDCALL;
305
306     if (Level < This->baseTexture.levels) {
307         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
308     }
309     if (WINED3D_OK == hr) {
310         TRACE("(%p) Level (%d) success\n", This, Level);
311     } else {
312         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
313     }
314
315     return hr;
316 }
317
318 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
319    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
320     HRESULT hr = WINED3DERR_INVALIDCALL;
321
322     if (Level < This->baseTexture.levels) {
323         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
324     }
325     if ( WINED3D_OK == hr) {
326         TRACE("(%p) Level (%d) success\n", This, Level);
327     } else {
328         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
329     }
330     return hr;
331 }
332
333 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
334     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
335     This->baseTexture.dirty = TRUE;
336     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
337     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
338 }
339
340 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
341 {
342     /* IUnknown */
343     IWineD3DTextureImpl_QueryInterface,
344     IWineD3DTextureImpl_AddRef,
345     IWineD3DTextureImpl_Release,
346     /* IWineD3DResource */
347     IWineD3DTextureImpl_GetParent,
348     IWineD3DTextureImpl_GetDevice,
349     IWineD3DTextureImpl_SetPrivateData,
350     IWineD3DTextureImpl_GetPrivateData,
351     IWineD3DTextureImpl_FreePrivateData,
352     IWineD3DTextureImpl_SetPriority,
353     IWineD3DTextureImpl_GetPriority,
354     IWineD3DTextureImpl_PreLoad,
355     IWineD3DTextureImpl_UnLoad,
356     IWineD3DTextureImpl_GetType,
357     /* IWineD3DBaseTexture */
358     IWineD3DTextureImpl_SetLOD,
359     IWineD3DTextureImpl_GetLOD,
360     IWineD3DTextureImpl_GetLevelCount,
361     IWineD3DTextureImpl_SetAutoGenFilterType,
362     IWineD3DTextureImpl_GetAutoGenFilterType,
363     IWineD3DTextureImpl_GenerateMipSubLevels,
364     IWineD3DTextureImpl_SetDirty,
365     IWineD3DTextureImpl_GetDirty,
366     IWineD3DTextureImpl_BindTexture,
367     IWineD3DTextureImpl_UnBindTexture,
368     IWineD3DTextureImpl_GetTextureDimensions,
369     IWineD3DTextureImpl_ApplyStateChanges,
370     /* IWineD3DTexture */
371     IWineD3DTextureImpl_Destroy,
372     IWineD3DTextureImpl_GetLevelDesc,
373     IWineD3DTextureImpl_GetSurfaceLevel,
374     IWineD3DTextureImpl_LockRect,
375     IWineD3DTextureImpl_UnlockRect,
376     IWineD3DTextureImpl_AddDirtyRect
377 };