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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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 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);
48 ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
49 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
50 TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
51 return InterlockedIncrement(&This->resource.ref);
54 ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
55 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
57 TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
58 ref = InterlockedDecrement(&This->resource.ref);
62 TRACE("(%p) : Cleaning up\n",This);
63 for (i = 0; i < This->baseTexture.levels; i++) {
64 if (This->surfaces[i] != NULL) {
65 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
66 IUnknown* surfaceParent;
67 /* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */
68 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
69 /* Cleanup the container */
70 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
71 /* Now, release the parent, which will take care of cleaning up the surface for us */
72 IWineD3DSurface_GetParent(This->surfaces[i], &surfaceParent);
73 IUnknown_Release(surfaceParent);
74 IUnknown_Release(surfaceParent);
77 TRACE("(%p) : cleaning up base texture\n", This);
78 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
80 HeapFree(GetProcessHeap(), 0, This);
85 /* ****************************************************
86 IWineD3DTexture IWineD3DResource parts follow
87 **************************************************** */
88 HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
89 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
92 HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
93 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
96 HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
97 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
100 HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
101 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
104 DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
105 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
108 DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
109 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
112 void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
114 /* Override the IWineD3DResource PreLoad method */
116 BOOL setGlTextureDesc = FALSE;
117 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
119 TRACE("(%p) : About to load texture\n", This);
121 if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
123 IWineD3DTexture_BindTexture(iface);
125 /* If were dirty then reload the surfaces */
126 if(This->baseTexture.dirty != FALSE) {
128 for (i = 0; i < This->baseTexture.levels; i++) {
130 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
131 IWineD3DSurface_LoadTexture(This->surfaces[i]);
134 /* No longer dirty */
135 This->baseTexture.dirty = FALSE;
137 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
144 WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
145 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
148 HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
149 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
152 /* ******************************************************
153 IWineD3DTexture IWineD3DBaseTexture parts follow
154 ****************************************************** */
155 DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
156 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
159 DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
160 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
163 DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
164 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
167 HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
168 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
171 D3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
172 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
175 void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
176 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
179 /* Internal function, No d3d mapping */
180 BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
181 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
184 BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
185 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
188 HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
189 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
190 TRACE("(%p) : relay to BaseTexture\n", This);
191 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
194 HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
195 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
196 TRACE("(%p) : relay to BaseTexture\n", This);
197 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
200 UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
201 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
202 TRACE("(%p)\n", This);
204 return GL_TEXTURE_2D;
207 void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
208 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
209 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
210 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
212 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
214 /** non-power2 fixups using texture matrix **/
215 if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
216 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
217 if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU) &&
218 (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
219 glMatrixMode(GL_TEXTURE);
220 memset(matrix, 0 , sizeof(matrix));
221 matrix[0] = This->pow2scalingFactorX;
222 matrix[5] = This->pow2scalingFactorY;
223 #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 */
224 matrix[12] = -0.25f / (float)This->width;
225 matrix[13] = -0.75f / (float)This->height;
229 TRACE("(%p) Setup Matrix:\n", This);
230 TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
231 TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
232 TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
233 TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
236 glMultMatrixf(matrix);
238 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
239 FIXME("Non-power2 texture being used with generated texture coords\n");
245 /* *******************************************
246 IWineD3DTexture IWineD3DTexture parts follow
247 ******************************************* */
248 HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
249 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
251 if (Level < This->baseTexture.levels) {
252 TRACE("(%p) Level (%d)\n", This, Level);
253 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
255 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
256 return D3DERR_INVALIDCALL;
259 HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
260 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
261 HRESULT hr = D3DERR_INVALIDCALL;
263 if (Level < This->baseTexture.levels) {
264 *ppSurfaceLevel = This->surfaces[Level];
265 IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
267 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
270 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
271 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
276 HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect,
277 CONST RECT *pRect, DWORD Flags) {
278 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
279 HRESULT hr = D3DERR_INVALIDCALL;
281 if (Level < This->baseTexture.levels) {
282 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
285 TRACE("(%p) Level (%d) success\n", This, Level);
287 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
293 HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
294 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
295 HRESULT hr = D3DERR_INVALIDCALL;
297 if (Level < This->baseTexture.levels) {
298 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
301 TRACE("(%p) Level (%d) success\n", This, Level);
303 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
308 HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
309 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
310 This->baseTexture.dirty = TRUE;
311 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
312 return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
315 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
318 IWineD3DTextureImpl_QueryInterface,
319 IWineD3DTextureImpl_AddRef,
320 IWineD3DTextureImpl_Release,
321 /* IWineD3DResource */
322 IWineD3DTextureImpl_GetParent,
323 IWineD3DTextureImpl_GetDevice,
324 IWineD3DTextureImpl_SetPrivateData,
325 IWineD3DTextureImpl_GetPrivateData,
326 IWineD3DTextureImpl_FreePrivateData,
327 IWineD3DTextureImpl_SetPriority,
328 IWineD3DTextureImpl_GetPriority,
329 IWineD3DTextureImpl_PreLoad,
330 IWineD3DTextureImpl_GetType,
331 /* IWineD3DBaseTexture */
332 IWineD3DTextureImpl_SetLOD,
333 IWineD3DTextureImpl_GetLOD,
334 IWineD3DTextureImpl_GetLevelCount,
335 IWineD3DTextureImpl_SetAutoGenFilterType,
336 IWineD3DTextureImpl_GetAutoGenFilterType,
337 IWineD3DTextureImpl_GenerateMipSubLevels,
338 IWineD3DTextureImpl_SetDirty,
339 IWineD3DTextureImpl_GetDirty,
340 IWineD3DTextureImpl_BindTexture,
341 IWineD3DTextureImpl_UnBindTexture,
342 IWineD3DTextureImpl_GetTextureDimensions,
343 IWineD3DTextureImpl_ApplyStateChanges,
344 /* IWineD3DTexture */
345 IWineD3DTextureImpl_GetLevelDesc,
346 IWineD3DTextureImpl_GetSurfaceLevel,
347 IWineD3DTextureImpl_LockRect,
348 IWineD3DTextureImpl_UnlockRect,
349 IWineD3DTextureImpl_AddDirtyRect