| /* |
| * IWineD3DTexture implementation |
| * |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2005 Raphael Junqueira |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2007-2008 Stefan Dösinger for CodeWeavers |
| * |
| * 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); |
| #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info |
| |
| /* ******************************************* |
| IWineD3DTexture IUnknown parts follow |
| ******************************************* */ |
| static 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 WINED3D_OK; |
| } |
| *ppobj = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) { |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref); |
| return InterlockedIncrement(&This->resource.ref); |
| } |
| |
| static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) { |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| ULONG ref; |
| TRACE("(%p) : Releasing from %d\n", This, This->resource.ref); |
| ref = InterlockedDecrement(&This->resource.ref); |
| if (ref == 0) { |
| IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface); |
| } |
| return ref; |
| } |
| |
| |
| /* **************************************************** |
| IWineD3DTexture IWineD3DResource parts follow |
| **************************************************** */ |
| static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) { |
| return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); |
| } |
| |
| static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { |
| return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); |
| } |
| |
| static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { |
| return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); |
| } |
| |
| static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) { |
| return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); |
| } |
| |
| static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) { |
| return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); |
| } |
| |
| static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) { |
| return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); |
| } |
| |
| static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) { |
| |
| /* Override the IWineD3DResource PreLoad method */ |
| unsigned int i; |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| BOOL srgb_mode = This->baseTexture.is_srgb; |
| BOOL srgb_was_toggled = FALSE; |
| |
| TRACE("(%p) : About to load texture\n", This); |
| |
| if(!device->isInDraw) { |
| /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of |
| * recursive calls |
| */ |
| ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); |
| } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) { |
| srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE]; |
| srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode; |
| This->baseTexture.is_srgb = srgb_mode; |
| } |
| |
| if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) { |
| for (i = 0; i < This->baseTexture.levels; i++) { |
| if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) { |
| TRACE("Reloading surface because the d3d8/9 palette was changed\n"); |
| /* TODO: This is not necessarily needed with hw palettized texture support */ |
| IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL); |
| /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */ |
| IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE); |
| } |
| } |
| } |
| /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */ |
| if (This->baseTexture.dirty) { |
| for (i = 0; i < This->baseTexture.levels; i++) { |
| IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode); |
| } |
| } else if (srgb_was_toggled) { |
| if (This->baseTexture.srgb_mode_change_count < 20) |
| ++This->baseTexture.srgb_mode_change_count; |
| else |
| FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This); |
| |
| for (i = 0; i < This->baseTexture.levels; i++) { |
| IWineD3DSurface_AddDirtyRect(This->surfaces[i], NULL); |
| surface_force_reload(This->surfaces[i]); |
| IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode); |
| } |
| } else { |
| TRACE("(%p) Texture not dirty, nothing to do\n" , iface); |
| } |
| |
| /* No longer dirty */ |
| This->baseTexture.dirty = FALSE; |
| |
| return ; |
| } |
| |
| static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) { |
| unsigned int i; |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| TRACE("(%p)\n", This); |
| |
| /* Unload all the surfaces and reset the texture name. If UnLoad was called on the |
| * surface before, this one will be a NOP and vice versa. Unloading an unloaded |
| * surface is fine |
| */ |
| for (i = 0; i < This->baseTexture.levels; i++) { |
| IWineD3DSurface_UnLoad(This->surfaces[i]); |
| surface_set_texture_name(This->surfaces[i], 0); |
| } |
| |
| IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface); |
| } |
| |
| static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) { |
| return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); |
| } |
| |
| static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) { |
| return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); |
| } |
| |
| /* ****************************************************** |
| IWineD3DTexture IWineD3DBaseTexture parts follow |
| ****************************************************** */ |
| static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) { |
| return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew); |
| } |
| |
| static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) { |
| return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface); |
| } |
| |
| static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) { |
| return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface); |
| } |
| |
| static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { |
| return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType); |
| } |
| |
| static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) { |
| return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface); |
| } |
| |
| static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) { |
| IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface); |
| } |
| |
| /* Internal function, No d3d mapping */ |
| static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) { |
| return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty); |
| } |
| |
| static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) { |
| return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); |
| } |
| |
| static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) { |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| BOOL set_gl_texture_desc = This->baseTexture.textureName == 0; |
| HRESULT hr; |
| |
| TRACE("(%p) : relay to BaseTexture\n", This); |
| |
| hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface); |
| if (set_gl_texture_desc && SUCCEEDED(hr)) { |
| UINT i; |
| for (i = 0; i < This->baseTexture.levels; ++i) { |
| surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName); |
| } |
| /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect |
| * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something |
| * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering. |
| * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos. |
| */ |
| if(IWineD3DBaseTexture_IsCondNP2(iface)) { |
| ENTER_GL(); |
| glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)"); |
| glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)"); |
| glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)"); |
| glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)"); |
| LEAVE_GL(); |
| This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP; |
| This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP; |
| This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; |
| This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; |
| This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; |
| } |
| } |
| |
| return hr; |
| } |
| |
| static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) { |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| TRACE("(%p)\n", This); |
| |
| return This->target; |
| } |
| |
| static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) { |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| TRACE("(%p)\n", This); |
| |
| return This->cond_np2; |
| } |
| |
| static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface, |
| const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], |
| const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { |
| TRACE("(%p) : relay to BaseTexture\n", iface); |
| IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates); |
| } |
| |
| /* ******************************************* |
| IWineD3DTexture IWineD3DTexture parts follow |
| ******************************************* */ |
| static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) { |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| int i; |
| |
| TRACE("(%p) : Cleaning up\n",This); |
| for (i = 0; i < This->baseTexture.levels; i++) { |
| if (This->surfaces[i] != NULL) { |
| /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */ |
| surface_set_texture_name(This->surfaces[i], 0); |
| surface_set_texture_target(This->surfaces[i], 0); |
| IWineD3DSurface_SetContainer(This->surfaces[i], 0); |
| D3DCB_DestroySurface(This->surfaces[i]); |
| } |
| } |
| TRACE("(%p) : cleaning up base texture\n", This); |
| IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface); |
| /* free the object */ |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| |
| static 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 WINED3DERR_INVALIDCALL; |
| } |
| |
| static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) { |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| HRESULT hr = WINED3DERR_INVALIDCALL; |
| |
| if (Level < This->baseTexture.levels) { |
| *ppSurfaceLevel = This->surfaces[Level]; |
| IWineD3DSurface_AddRef(This->surfaces[Level]); |
| hr = WINED3D_OK; |
| TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level); |
| } |
| if (WINED3D_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; |
| } |
| |
| static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect, |
| CONST RECT *pRect, DWORD Flags) { |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| HRESULT hr = WINED3DERR_INVALIDCALL; |
| |
| if (Level < This->baseTexture.levels) { |
| hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags); |
| } |
| if (WINED3D_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; |
| } |
| |
| static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) { |
| IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; |
| HRESULT hr = WINED3DERR_INVALIDCALL; |
| |
| if (Level < This->baseTexture.levels) { |
| hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]); |
| } |
| if ( WINED3D_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; |
| } |
| |
| static 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_UnLoad, |
| IWineD3DTextureImpl_GetType, |
| /* IWineD3DBaseTexture */ |
| IWineD3DTextureImpl_SetLOD, |
| IWineD3DTextureImpl_GetLOD, |
| IWineD3DTextureImpl_GetLevelCount, |
| IWineD3DTextureImpl_SetAutoGenFilterType, |
| IWineD3DTextureImpl_GetAutoGenFilterType, |
| IWineD3DTextureImpl_GenerateMipSubLevels, |
| IWineD3DTextureImpl_SetDirty, |
| IWineD3DTextureImpl_GetDirty, |
| IWineD3DTextureImpl_BindTexture, |
| IWineD3DTextureImpl_GetTextureDimensions, |
| IWineD3DTextureImpl_IsCondNP2, |
| IWineD3DTextureImpl_ApplyStateChanges, |
| /* IWineD3DTexture */ |
| IWineD3DTextureImpl_Destroy, |
| IWineD3DTextureImpl_GetLevelDesc, |
| IWineD3DTextureImpl_GetSurfaceLevel, |
| IWineD3DTextureImpl_LockRect, |
| IWineD3DTextureImpl_UnlockRect, |
| IWineD3DTextureImpl_AddDirtyRect |
| }; |