| /* | 
 |  * IWineD3DTexture implementation | 
 |  * | 
 |  * Copyright 2002-2005 Jason Edmeades | 
 |  * Copyright 2002-2005 Raphael Junqueira | 
 |  * Copyright 2005 Oliver Stieber | 
 |  * | 
 |  * This library is free software; you can redistribute it and/or | 
 |  * modify it under the terms of the GNU Lesser General Public | 
 |  * License as published by the Free Software Foundation; either | 
 |  * version 2.1 of the License, or (at your option) any later version. | 
 |  * | 
 |  * This library is distributed in the hope that it will be useful, | 
 |  * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
 |  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU | 
 |  * Lesser General Public License for more details. | 
 |  * | 
 |  * You should have received a copy of the GNU Lesser General Public | 
 |  * License along with this library; if not, write to the Free Software | 
 |  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA | 
 |  */ | 
 |  | 
 | #include "config.h" | 
 | #include "wined3d_private.h" | 
 |  | 
 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); | 
 | #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info | 
 |  | 
 | /* ******************************************* | 
 |    IWineD3DTexture IUnknown parts follow | 
 |    ******************************************* */ | 
 | HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj) | 
 | { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); | 
 |     if (IsEqualGUID(riid, &IID_IUnknown) | 
 |         || IsEqualGUID(riid, &IID_IWineD3DResource) | 
 |         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture) | 
 |         || IsEqualGUID(riid, &IID_IWineD3DTexture)){ | 
 |         IUnknown_AddRef(iface); | 
 |         *ppobj = This; | 
 |         return D3D_OK; | 
 |     } | 
 |     return E_NOINTERFACE; | 
 | } | 
 |  | 
 | ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref); | 
 |     return InterlockedIncrement(&This->resource.ref); | 
 | } | 
 |  | 
 | ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     ULONG ref; | 
 |     TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref); | 
 |     ref = InterlockedDecrement(&This->resource.ref); | 
 |     if (ref == 0) { | 
 |         int i; | 
 |  | 
 |         TRACE("(%p) : Cleaning up\n",This); | 
 |         for (i = 0; i < This->baseTexture.levels; i++) { | 
 |             if (This->surfaces[i] != NULL) { | 
 |                 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */ | 
 |                 IUnknown* surfaceParent; | 
 |                 /* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */ | 
 |                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0); | 
 |                 IWineD3DSurface_GetParent(This->surfaces[i], &surfaceParent); | 
 |                 IUnknown_Release(surfaceParent); | 
 |                 IUnknown_Release(surfaceParent); | 
 |             } | 
 |         } | 
 |         TRACE("(%p) : cleaning up base texture \n", This); | 
 |         IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface); | 
 |         /* free the object */ | 
 |         HeapFree(GetProcessHeap(), 0, This); | 
 |     } | 
 |     return ref; | 
 | } | 
 |  | 
 | /* **************************************************** | 
 |    IWineD3DTexture IWineD3DResource parts follow | 
 |    **************************************************** */ | 
 | HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) { | 
 |     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { | 
 |     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { | 
 |     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) { | 
 |     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); | 
 | } | 
 |  | 
 | DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) { | 
 |     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); | 
 | } | 
 |  | 
 | DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) { | 
 |     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); | 
 | } | 
 |  | 
 | void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) { | 
 |  | 
 |     /* Override the IWineD3DResource PreLoad method */ | 
 |     unsigned int i; | 
 |     BOOL setGlTextureDesc = FALSE; | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |  | 
 |     TRACE("(%p) : About to load texture\n", This); | 
 |  | 
 |     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE; | 
 |  | 
 |     IWineD3DTexture_BindTexture(iface); | 
 |     ENTER_GL(); | 
 |         /* If were dirty then reload the surfaces */ | 
 |     if(This->baseTexture.dirty != FALSE) { | 
 |  | 
 |         for (i = 0; i < This->baseTexture.levels; i++) { | 
 |             if(setGlTextureDesc) | 
 |                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface)); | 
 |             IWineD3DSurface_LoadTexture(This->surfaces[i]); | 
 |         } | 
 |  | 
 |         /* No longer dirty */ | 
 |         This->baseTexture.dirty = FALSE; | 
 |     } else { | 
 |         TRACE("(%p) Texture not dirty, nothing to do\n" , iface); | 
 |     } | 
 |     LEAVE_GL(); | 
 |  | 
 |     return ; | 
 | } | 
 |  | 
 | D3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) { | 
 |     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) { | 
 |     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); | 
 | } | 
 |  | 
 | /* ****************************************************** | 
 |    IWineD3DTexture IWineD3DBaseTexture parts follow | 
 |    ****************************************************** */ | 
 | DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) { | 
 |     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew); | 
 | } | 
 |  | 
 | DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) { | 
 |     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) { | 
 |     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, D3DTEXTUREFILTERTYPE FilterType) { | 
 |   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType); | 
 | } | 
 |  | 
 | D3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) { | 
 |   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) { | 
 |   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | /* Internal function, No d3d mapping */ | 
 | BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) { | 
 |     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty); | 
 | } | 
 |  | 
 | BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) { | 
 |     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     TRACE("(%p) : relay to BaseTexture \n", This); | 
 |     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     TRACE("(%p) : relay to BaseTexture \n", This); | 
 |     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface); | 
 | } | 
 |  | 
 | UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     TRACE("(%p) \n", This); | 
 |  | 
 |     return GL_TEXTURE_2D; | 
 | } | 
 |  | 
 | void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface, | 
 |                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], | 
 |                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     float matrix[16]; | 
 |     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates); | 
 |  | 
 |     /** non-power2 fixups using texture matrix **/ | 
 |     if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) { | 
 |         /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */ | 
 |         if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU) && | 
 |                       (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) { | 
 |             glMatrixMode(GL_TEXTURE); | 
 |             memset(matrix, 0 , sizeof(matrix)); | 
 |             matrix[0] = This->pow2scalingFactorX; | 
 |             matrix[5] = This->pow2scalingFactorY; | 
 | #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 */ | 
 |             matrix[12] = -0.25f / (float)This->width; | 
 |             matrix[13] = -0.75f / (float)This->height; | 
 | #endif | 
 |             matrix[10] = 1; | 
 |             matrix[15] = 1; | 
 |             TRACE("(%p) Setup Matrix:\n", This); | 
 |             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]); | 
 |             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]); | 
 |             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]); | 
 |             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]); | 
 |             TRACE("\n"); | 
 |  | 
 |             glMultMatrixf(matrix); | 
 |         } else { | 
 |             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */ | 
 |             FIXME("Non-power2 texture being used with generated texture coords\n"); | 
 |         } | 
 |     } | 
 |  | 
 | } | 
 |  | 
 | /* ******************************************* | 
 |    IWineD3DTexture IWineD3DTexture parts follow | 
 |    ******************************************* */ | 
 | HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |  | 
 |     if (Level < This->baseTexture.levels) { | 
 |         TRACE("(%p) Level (%d)\n", This, Level); | 
 |         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc); | 
 |     } | 
 |     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); | 
 |     return D3DERR_INVALIDCALL; | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     HRESULT hr = D3DERR_INVALIDCALL; | 
 |  | 
 |     if (Level < This->baseTexture.levels) { | 
 |         *ppSurfaceLevel = This->surfaces[Level]; | 
 |         IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]); | 
 |         hr = D3D_OK; | 
 |         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level); | 
 |     } | 
 |     if (D3D_OK != hr) { | 
 |         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); | 
 |         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */ | 
 |     } | 
 |     return hr; | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect, | 
 |                                             CONST RECT *pRect, DWORD Flags) { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     HRESULT hr = D3DERR_INVALIDCALL; | 
 |  | 
 |     if (Level < This->baseTexture.levels) { | 
 |         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags); | 
 |     } | 
 |     if (D3D_OK == hr) { | 
 |         TRACE("(%p) Level (%d) success\n", This, Level); | 
 |     } else { | 
 |         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); | 
 |     } | 
 |  | 
 |     return hr; | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) { | 
 |    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     HRESULT hr = D3DERR_INVALIDCALL; | 
 |  | 
 |     if (Level < This->baseTexture.levels) { | 
 |         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]); | 
 |     } | 
 |     if ( D3D_OK == hr) { | 
 |         TRACE("(%p) Level (%d) success\n", This, Level); | 
 |     } else { | 
 |         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); | 
 |     } | 
 |     return hr; | 
 | } | 
 |  | 
 | HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) { | 
 |     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; | 
 |     This->baseTexture.dirty = TRUE; | 
 |     TRACE("(%p) : dirtyfication of surface Level (0)\n", This); | 
 |     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect); | 
 | } | 
 |  | 
 | const IWineD3DTextureVtbl IWineD3DTexture_Vtbl = | 
 | { | 
 |     /* IUnknown */ | 
 |     IWineD3DTextureImpl_QueryInterface, | 
 |     IWineD3DTextureImpl_AddRef, | 
 |     IWineD3DTextureImpl_Release, | 
 |     /* IWineD3DResource */ | 
 |     IWineD3DTextureImpl_GetParent, | 
 |     IWineD3DTextureImpl_GetDevice, | 
 |     IWineD3DTextureImpl_SetPrivateData, | 
 |     IWineD3DTextureImpl_GetPrivateData, | 
 |     IWineD3DTextureImpl_FreePrivateData, | 
 |     IWineD3DTextureImpl_SetPriority, | 
 |     IWineD3DTextureImpl_GetPriority, | 
 |     IWineD3DTextureImpl_PreLoad, | 
 |     IWineD3DTextureImpl_GetType, | 
 |     /* IWineD3DBaseTexture */ | 
 |     IWineD3DTextureImpl_SetLOD, | 
 |     IWineD3DTextureImpl_GetLOD, | 
 |     IWineD3DTextureImpl_GetLevelCount, | 
 |     IWineD3DTextureImpl_SetAutoGenFilterType, | 
 |     IWineD3DTextureImpl_GetAutoGenFilterType, | 
 |     IWineD3DTextureImpl_GenerateMipSubLevels, | 
 |     IWineD3DTextureImpl_SetDirty, | 
 |     IWineD3DTextureImpl_GetDirty, | 
 |     IWineD3DTextureImpl_BindTexture, | 
 |     IWineD3DTextureImpl_UnBindTexture, | 
 |     IWineD3DTextureImpl_GetTextureDimensions, | 
 |     IWineD3DTextureImpl_ApplyStateChanges, | 
 |     /* IWineD3DTexture */ | 
 |     IWineD3DTextureImpl_GetLevelDesc, | 
 |     IWineD3DTextureImpl_GetSurfaceLevel, | 
 |     IWineD3DTextureImpl_LockRect, | 
 |     IWineD3DTextureImpl_UnlockRect, | 
 |     IWineD3DTextureImpl_AddDirtyRect | 
 | }; |