| /* |
| * 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_IWineD3DBase) |
| || 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 |
| }; |