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[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 IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
73 }
74
75 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
76     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
77 }
78
79 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
80     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
81 }
82
83 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
84     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
85 }
86
87 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
88     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
89 }
90
91 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
92     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
93 }
94
95 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
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 = This->baseTexture.is_srgb;
102     BOOL srgb_was_toggled = FALSE;
103
104     TRACE("(%p) : About to load texture\n", This);
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         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
111     } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
112         srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
113         srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
114         This->baseTexture.is_srgb = srgb_mode;
115     }
116
117     IWineD3DTexture_BindTexture(iface);
118
119     if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
120         for (i = 0; i < This->baseTexture.levels; i++) {
121             if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
122                 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
123                 /* TODO: This is not necessarily needed with hw palettized texture support */
124                 IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
125                 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
126                 IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
127             }
128         }
129     }
130     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
131     if (This->baseTexture.dirty) {
132         for (i = 0; i < This->baseTexture.levels; i++) {
133             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
134         }
135     } else if (srgb_was_toggled) {
136         if (This->baseTexture.srgb_mode_change_count < 20)
137             ++This->baseTexture.srgb_mode_change_count;
138         else
139             FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
140
141         for (i = 0; i < This->baseTexture.levels; i++) {
142             IWineD3DSurface_AddDirtyRect(This->surfaces[i], NULL);
143             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
144             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
145         }
146     } else {
147         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
148     }
149
150     /* No longer dirty */
151     This->baseTexture.dirty = FALSE;
152
153     return ;
154 }
155
156 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
157     unsigned int i;
158     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
159     TRACE("(%p)\n", This);
160
161     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
162      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
163      * surface is fine
164      */
165     for (i = 0; i < This->baseTexture.levels; i++) {
166         IWineD3DSurface_UnLoad(This->surfaces[i]);
167         IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, IWineD3DTexture_GetTextureDimensions(iface));
168     }
169
170     IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
171 }
172
173 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
174     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
175 }
176
177 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
178     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
179 }
180
181 /* ******************************************************
182    IWineD3DTexture IWineD3DBaseTexture parts follow
183    ****************************************************** */
184 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
185     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
186 }
187
188 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
189     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
190 }
191
192 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
193     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
194 }
195
196 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
197   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
198 }
199
200 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
201   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
202 }
203
204 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
205     IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
206 }
207
208 /* Internal function, No d3d mapping */
209 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
210     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
211 }
212
213 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
214     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
215 }
216
217 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
218     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
219     BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
220     HRESULT hr;
221
222     TRACE("(%p) : relay to BaseTexture\n", This);
223
224     hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
225     if (set_gl_texture_desc && SUCCEEDED(hr)) {
226         UINT i;
227         for (i = 0; i < This->baseTexture.levels; ++i) {
228             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
229         }
230     }
231
232     return hr;
233 }
234
235 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
236     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
237     TRACE("(%p) : relay to BaseTexture\n", This);
238     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
239 }
240
241 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
242     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
243     TRACE("(%p)\n", This);
244
245     return This->target;
246 }
247
248 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
249     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
250     TRACE("(%p)\n", This);
251
252     return This->cond_np2;
253 }
254
255 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
256                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
257                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
258     TRACE("(%p) : relay to BaseTexture\n", iface);
259     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
260 }
261
262 /* *******************************************
263    IWineD3DTexture IWineD3DTexture parts follow
264    ******************************************* */
265 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
266     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
267     int i;
268
269     TRACE("(%p) : Cleaning up\n",This);
270     for (i = 0; i < This->baseTexture.levels; i++) {
271         if (This->surfaces[i] != NULL) {
272             /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
273             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
274             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
275             D3DCB_DestroySurface(This->surfaces[i]);
276         }
277     }
278     TRACE("(%p) : cleaning up base texture\n", This);
279     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
280     /* free the object */
281     HeapFree(GetProcessHeap(), 0, This);
282 }
283
284 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
285     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
286
287     if (Level < This->baseTexture.levels) {
288         TRACE("(%p) Level (%d)\n", This, Level);
289         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
290     }
291     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
292     return WINED3DERR_INVALIDCALL;
293 }
294
295 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
296     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
297     HRESULT hr = WINED3DERR_INVALIDCALL;
298
299     if (Level < This->baseTexture.levels) {
300         *ppSurfaceLevel = This->surfaces[Level];
301         IWineD3DSurface_AddRef(This->surfaces[Level]);
302         hr = WINED3D_OK;
303         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
304     }
305     if (WINED3D_OK != hr) {
306         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
307         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
308     }
309     return hr;
310 }
311
312 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
313                                             CONST RECT *pRect, DWORD Flags) {
314     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
315     HRESULT hr = WINED3DERR_INVALIDCALL;
316
317     if (Level < This->baseTexture.levels) {
318         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
319     }
320     if (WINED3D_OK == hr) {
321         TRACE("(%p) Level (%d) success\n", This, Level);
322     } else {
323         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
324     }
325
326     return hr;
327 }
328
329 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
330    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
331     HRESULT hr = WINED3DERR_INVALIDCALL;
332
333     if (Level < This->baseTexture.levels) {
334         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
335     }
336     if ( WINED3D_OK == hr) {
337         TRACE("(%p) Level (%d) success\n", This, Level);
338     } else {
339         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
340     }
341     return hr;
342 }
343
344 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
345     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
346     This->baseTexture.dirty = TRUE;
347     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
348     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
349 }
350
351 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
352 {
353     /* IUnknown */
354     IWineD3DTextureImpl_QueryInterface,
355     IWineD3DTextureImpl_AddRef,
356     IWineD3DTextureImpl_Release,
357     /* IWineD3DResource */
358     IWineD3DTextureImpl_GetParent,
359     IWineD3DTextureImpl_GetDevice,
360     IWineD3DTextureImpl_SetPrivateData,
361     IWineD3DTextureImpl_GetPrivateData,
362     IWineD3DTextureImpl_FreePrivateData,
363     IWineD3DTextureImpl_SetPriority,
364     IWineD3DTextureImpl_GetPriority,
365     IWineD3DTextureImpl_PreLoad,
366     IWineD3DTextureImpl_UnLoad,
367     IWineD3DTextureImpl_GetType,
368     /* IWineD3DBaseTexture */
369     IWineD3DTextureImpl_SetLOD,
370     IWineD3DTextureImpl_GetLOD,
371     IWineD3DTextureImpl_GetLevelCount,
372     IWineD3DTextureImpl_SetAutoGenFilterType,
373     IWineD3DTextureImpl_GetAutoGenFilterType,
374     IWineD3DTextureImpl_GenerateMipSubLevels,
375     IWineD3DTextureImpl_SetDirty,
376     IWineD3DTextureImpl_GetDirty,
377     IWineD3DTextureImpl_BindTexture,
378     IWineD3DTextureImpl_UnBindTexture,
379     IWineD3DTextureImpl_GetTextureDimensions,
380     IWineD3DTextureImpl_IsCondNP2,
381     IWineD3DTextureImpl_ApplyStateChanges,
382     /* IWineD3DTexture */
383     IWineD3DTextureImpl_Destroy,
384     IWineD3DTextureImpl_GetLevelDesc,
385     IWineD3DTextureImpl_GetSurfaceLevel,
386     IWineD3DTextureImpl_LockRect,
387     IWineD3DTextureImpl_UnlockRect,
388     IWineD3DTextureImpl_AddDirtyRect
389 };