2 * IWineD3DTexture implementation
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
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.
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.
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
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 /* *******************************************
31 IWineD3DTexture IUnknown parts follow
32 ******************************************* */
33 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
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);
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);
56 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
57 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
59 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
60 ref = InterlockedDecrement(&This->resource.ref);
62 IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
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);
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);
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);
83 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
84 return resource_free_private_data((IWineD3DResource *)iface, refguid);
87 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
88 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
91 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
92 return resource_get_priority((IWineD3DResource *)iface);
95 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
97 /* Override the IWineD3DResource PreLoad method */
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;
104 TRACE("(%p) : About to load texture\n", This);
106 if(!device->isInDraw) {
107 /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
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;
117 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
118 for (i = 0; i < This->baseTexture.levels; i++) {
119 if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
120 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
121 /* TODO: This is not necessarily needed with hw palettized texture support */
122 IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
123 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
124 IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
128 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
129 if (This->baseTexture.dirty) {
130 for (i = 0; i < This->baseTexture.levels; i++) {
131 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
133 } else if (srgb_was_toggled) {
134 if (This->baseTexture.srgb_mode_change_count < 20)
135 ++This->baseTexture.srgb_mode_change_count;
137 FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
139 for (i = 0; i < This->baseTexture.levels; i++) {
140 surface_add_dirty_rect(This->surfaces[i], NULL);
141 surface_force_reload(This->surfaces[i]);
142 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
145 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
148 /* No longer dirty */
149 This->baseTexture.dirty = FALSE;
154 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
156 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
157 TRACE("(%p)\n", This);
159 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
160 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
163 for (i = 0; i < This->baseTexture.levels; i++) {
164 IWineD3DSurface_UnLoad(This->surfaces[i]);
165 surface_set_texture_name(This->surfaces[i], 0);
168 basetexture_unload((IWineD3DBaseTexture *)iface);
171 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
172 return resource_get_type((IWineD3DResource *)iface);
175 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
176 return resource_get_parent((IWineD3DResource *)iface, pParent);
179 /* ******************************************************
180 IWineD3DTexture IWineD3DBaseTexture parts follow
181 ****************************************************** */
182 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
183 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
186 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
187 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
190 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
191 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
194 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
195 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
198 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
199 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
202 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
203 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
206 /* Internal function, No d3d mapping */
207 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
208 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
211 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
212 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
215 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
216 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
217 BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
220 TRACE("(%p) : relay to BaseTexture\n", This);
222 hr = basetexture_bind((IWineD3DBaseTexture *)iface);
223 if (set_gl_texture_desc && SUCCEEDED(hr)) {
225 for (i = 0; i < This->baseTexture.levels; ++i) {
226 surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName);
228 /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
229 * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
230 * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
231 * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
233 if(IWineD3DBaseTexture_IsCondNP2(iface)) {
235 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
236 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
237 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
238 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
239 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
240 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
241 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
242 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
244 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
245 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
246 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
247 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
248 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
255 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
256 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
257 TRACE("(%p)\n", This);
262 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
263 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
264 TRACE("(%p)\n", This);
266 return This->cond_np2;
269 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
270 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
271 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
272 TRACE("(%p) : relay to BaseTexture\n", iface);
273 basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
276 /* *******************************************
277 IWineD3DTexture IWineD3DTexture parts follow
278 ******************************************* */
279 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
280 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
283 TRACE("(%p) : Cleaning up\n",This);
284 for (i = 0; i < This->baseTexture.levels; i++) {
285 if (This->surfaces[i] != NULL) {
286 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
287 surface_set_texture_name(This->surfaces[i], 0);
288 surface_set_texture_target(This->surfaces[i], 0);
289 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
290 D3DCB_DestroySurface(This->surfaces[i]);
293 TRACE("(%p) : cleaning up base texture\n", This);
294 basetexture_cleanup((IWineD3DBaseTexture *)iface);
295 /* free the object */
296 HeapFree(GetProcessHeap(), 0, This);
299 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
300 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
302 if (Level < This->baseTexture.levels) {
303 TRACE("(%p) Level (%d)\n", This, Level);
304 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
306 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
307 return WINED3DERR_INVALIDCALL;
310 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
311 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
312 HRESULT hr = WINED3DERR_INVALIDCALL;
314 if (Level < This->baseTexture.levels) {
315 *ppSurfaceLevel = This->surfaces[Level];
316 IWineD3DSurface_AddRef(This->surfaces[Level]);
318 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
320 if (WINED3D_OK != hr) {
321 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
322 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
327 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
328 CONST RECT *pRect, DWORD Flags) {
329 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
330 HRESULT hr = WINED3DERR_INVALIDCALL;
332 if (Level < This->baseTexture.levels) {
333 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
335 if (WINED3D_OK == hr) {
336 TRACE("(%p) Level (%d) success\n", This, Level);
338 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
344 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
345 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
346 HRESULT hr = WINED3DERR_INVALIDCALL;
348 if (Level < This->baseTexture.levels) {
349 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
351 if ( WINED3D_OK == hr) {
352 TRACE("(%p) Level (%d) success\n", This, Level);
354 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
359 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
360 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
361 This->baseTexture.dirty = TRUE;
362 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
363 surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
368 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
371 IWineD3DTextureImpl_QueryInterface,
372 IWineD3DTextureImpl_AddRef,
373 IWineD3DTextureImpl_Release,
374 /* IWineD3DResource */
375 IWineD3DTextureImpl_GetParent,
376 IWineD3DTextureImpl_GetDevice,
377 IWineD3DTextureImpl_SetPrivateData,
378 IWineD3DTextureImpl_GetPrivateData,
379 IWineD3DTextureImpl_FreePrivateData,
380 IWineD3DTextureImpl_SetPriority,
381 IWineD3DTextureImpl_GetPriority,
382 IWineD3DTextureImpl_PreLoad,
383 IWineD3DTextureImpl_UnLoad,
384 IWineD3DTextureImpl_GetType,
385 /* IWineD3DBaseTexture */
386 IWineD3DTextureImpl_SetLOD,
387 IWineD3DTextureImpl_GetLOD,
388 IWineD3DTextureImpl_GetLevelCount,
389 IWineD3DTextureImpl_SetAutoGenFilterType,
390 IWineD3DTextureImpl_GetAutoGenFilterType,
391 IWineD3DTextureImpl_GenerateMipSubLevels,
392 IWineD3DTextureImpl_SetDirty,
393 IWineD3DTextureImpl_GetDirty,
394 IWineD3DTextureImpl_BindTexture,
395 IWineD3DTextureImpl_GetTextureDimensions,
396 IWineD3DTextureImpl_IsCondNP2,
397 IWineD3DTextureImpl_ApplyStateChanges,
398 /* IWineD3DTexture */
399 IWineD3DTextureImpl_Destroy,
400 IWineD3DTextureImpl_GetLevelDesc,
401 IWineD3DTextureImpl_GetSurfaceLevel,
402 IWineD3DTextureImpl_LockRect,
403 IWineD3DTextureImpl_UnlockRect,
404 IWineD3DTextureImpl_AddDirtyRect