gdiplus/tests: Elliptic regions have a shorter layout in win98.
[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 resource_get_device((IWineD3DResource *)iface, ppDevice);
73 }
74
75 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
76     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
77 }
78
79 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
80     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
81 }
82
83 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
84     return resource_free_private_data((IWineD3DResource *)iface, refguid);
85 }
86
87 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
88     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
89 }
90
91 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
92     return resource_get_priority((IWineD3DResource *)iface);
93 }
94
95 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
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;
102     BOOL *dirty;
103
104     TRACE("(%p) : About to load texture\n", This);
105
106     switch(srgb) {
107         case SRGB_RGB:      srgb_mode = FALSE; break;
108         case SRGB_BOTH:     texture_internal_preload(iface, SRGB_RGB);
109         case SRGB_SRGB:     srgb_mode = TRUE; break;
110         /* DONTKNOW, and shut up the compiler */
111         default:            srgb_mode = This->baseTexture.is_srgb; break;
112     }
113     dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
114
115     if(!device->isInDraw) {
116         /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
117          * recursive calls
118          */
119         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
120     }
121
122     if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
123         for (i = 0; i < This->baseTexture.levels; i++) {
124             if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
125                 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
126                 /* TODO: This is not necessarily needed with hw palettized texture support */
127                 IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
128                 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
129                 IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
130             }
131         }
132     }
133     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
134     if (*dirty) {
135         for (i = 0; i < This->baseTexture.levels; i++) {
136             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
137         }
138     } else {
139         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
140     }
141
142     /* No longer dirty */
143     *dirty = FALSE;
144
145     return ;
146 }
147
148 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
149     texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
150 }
151
152 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
153     unsigned int i;
154     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
155     TRACE("(%p)\n", This);
156
157     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
158      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
159      * surface is fine
160      */
161     for (i = 0; i < This->baseTexture.levels; i++) {
162         IWineD3DSurface_UnLoad(This->surfaces[i]);
163         surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */
164         surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */
165     }
166
167     basetexture_unload((IWineD3DBaseTexture *)iface);
168 }
169
170 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
171     return resource_get_type((IWineD3DResource *)iface);
172 }
173
174 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
175     return resource_get_parent((IWineD3DResource *)iface, pParent);
176 }
177
178 /* ******************************************************
179    IWineD3DTexture IWineD3DBaseTexture parts follow
180    ****************************************************** */
181 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
182     return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
183 }
184
185 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
186     return basetexture_get_lod((IWineD3DBaseTexture *)iface);
187 }
188
189 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
190     return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
191 }
192
193 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
194   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
195 }
196
197 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
198   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
199 }
200
201 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
202     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
203 }
204
205 /* Internal function, No d3d mapping */
206 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
207     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
208 }
209
210 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
211     return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
212 }
213
214 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
215     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
216     BOOL set_gl_texture_desc;
217     HRESULT hr;
218
219     TRACE("(%p) : relay to BaseTexture\n", This);
220
221     hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
222     if (set_gl_texture_desc && SUCCEEDED(hr)) {
223         UINT i;
224         for (i = 0; i < This->baseTexture.levels; ++i) {
225             if(This->baseTexture.is_srgb) {
226                 surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE);
227             } else {
228                 surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE);
229             }
230         }
231         /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
232          * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
233          * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
234          * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
235          */
236         if(IWineD3DBaseTexture_IsCondNP2(iface)) {
237             ENTER_GL();
238             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
239             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
240             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
241             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
242             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
243             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
244             glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
245             checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
246             LEAVE_GL();
247             This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;
248             This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
249             This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
250             This->baseTexture.states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
251             This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;
252         }
253     }
254
255     return hr;
256 }
257
258 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
259     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
260     TRACE("(%p)\n", This);
261
262     return This->target;
263 }
264
265 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
266     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
267     TRACE("(%p)\n", This);
268
269     return This->cond_np2;
270 }
271
272 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
273                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
274                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
275     TRACE("(%p) : relay to BaseTexture\n", iface);
276     basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
277 }
278
279 /* *******************************************
280    IWineD3DTexture IWineD3DTexture parts follow
281    ******************************************* */
282 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
283     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
284     int i;
285
286     TRACE("(%p) : Cleaning up\n",This);
287     for (i = 0; i < This->baseTexture.levels; i++) {
288         if (This->surfaces[i] != NULL) {
289             /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
290             surface_set_texture_name(This->surfaces[i], 0, TRUE);
291             surface_set_texture_name(This->surfaces[i], 0, FALSE);
292             surface_set_texture_target(This->surfaces[i], 0);
293             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
294             D3DCB_DestroySurface(This->surfaces[i]);
295         }
296     }
297     TRACE("(%p) : cleaning up base texture\n", This);
298     basetexture_cleanup((IWineD3DBaseTexture *)iface);
299     /* free the object */
300     HeapFree(GetProcessHeap(), 0, This);
301 }
302
303 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
304     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
305
306     if (Level < This->baseTexture.levels) {
307         TRACE("(%p) Level (%d)\n", This, Level);
308         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
309     }
310     WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
311     return WINED3DERR_INVALIDCALL;
312 }
313
314 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
315     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
316     HRESULT hr = WINED3DERR_INVALIDCALL;
317
318     if (Level < This->baseTexture.levels) {
319         *ppSurfaceLevel = This->surfaces[Level];
320         IWineD3DSurface_AddRef(This->surfaces[Level]);
321         hr = WINED3D_OK;
322         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
323     }
324     if (WINED3D_OK != hr) {
325         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
326         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
327     }
328     return hr;
329 }
330
331 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
332                                             CONST RECT *pRect, DWORD Flags) {
333     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
334     HRESULT hr = WINED3DERR_INVALIDCALL;
335
336     if (Level < This->baseTexture.levels) {
337         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
338     }
339     if (WINED3D_OK == hr) {
340         TRACE("(%p) Level (%d) success\n", This, Level);
341     } else {
342         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
343     }
344
345     return hr;
346 }
347
348 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
349    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
350     HRESULT hr = WINED3DERR_INVALIDCALL;
351
352     if (Level < This->baseTexture.levels) {
353         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
354     }
355     if ( WINED3D_OK == hr) {
356         TRACE("(%p) Level (%d) success\n", This, Level);
357     } else {
358         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
359     }
360     return hr;
361 }
362
363 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
364     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
365     This->baseTexture.dirty = TRUE;
366     This->baseTexture.srgbDirty = TRUE;
367     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
368     surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
369
370     return WINED3D_OK;
371 }
372
373 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
374 {
375     /* IUnknown */
376     IWineD3DTextureImpl_QueryInterface,
377     IWineD3DTextureImpl_AddRef,
378     IWineD3DTextureImpl_Release,
379     /* IWineD3DResource */
380     IWineD3DTextureImpl_GetParent,
381     IWineD3DTextureImpl_GetDevice,
382     IWineD3DTextureImpl_SetPrivateData,
383     IWineD3DTextureImpl_GetPrivateData,
384     IWineD3DTextureImpl_FreePrivateData,
385     IWineD3DTextureImpl_SetPriority,
386     IWineD3DTextureImpl_GetPriority,
387     IWineD3DTextureImpl_PreLoad,
388     IWineD3DTextureImpl_UnLoad,
389     IWineD3DTextureImpl_GetType,
390     /* IWineD3DBaseTexture */
391     IWineD3DTextureImpl_SetLOD,
392     IWineD3DTextureImpl_GetLOD,
393     IWineD3DTextureImpl_GetLevelCount,
394     IWineD3DTextureImpl_SetAutoGenFilterType,
395     IWineD3DTextureImpl_GetAutoGenFilterType,
396     IWineD3DTextureImpl_GenerateMipSubLevels,
397     IWineD3DTextureImpl_SetDirty,
398     IWineD3DTextureImpl_GetDirty,
399     IWineD3DTextureImpl_BindTexture,
400     IWineD3DTextureImpl_GetTextureDimensions,
401     IWineD3DTextureImpl_IsCondNP2,
402     IWineD3DTextureImpl_ApplyStateChanges,
403     /* IWineD3DTexture */
404     IWineD3DTextureImpl_Destroy,
405     IWineD3DTextureImpl_GetLevelDesc,
406     IWineD3DTextureImpl_GetSurfaceLevel,
407     IWineD3DTextureImpl_LockRect,
408     IWineD3DTextureImpl_UnlockRect,
409     IWineD3DTextureImpl_AddDirtyRect
410 };