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 IWineD3DResourceImpl_GetDevice((IWineD3DResource
*)iface
, ppDevice
);
75 static HRESULT WINAPI
IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
76 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
79 static HRESULT WINAPI
IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
80 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
83 static HRESULT WINAPI
IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture
*iface
, REFGUID refguid
) {
84 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource
*)iface
, refguid
);
87 static DWORD WINAPI
IWineD3DTextureImpl_SetPriority(IWineD3DTexture
*iface
, DWORD PriorityNew
) {
88 return IWineD3DResourceImpl_SetPriority((IWineD3DResource
*)iface
, PriorityNew
);
91 static DWORD WINAPI
IWineD3DTextureImpl_GetPriority(IWineD3DTexture
*iface
) {
92 return IWineD3DResourceImpl_GetPriority((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 IWineD3DTexture_BindTexture(iface
);
119 if (This
->resource
.format
== WINED3DFMT_P8
|| This
->resource
.format
== WINED3DFMT_A8P8
) {
120 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
121 if(palette9_changed((IWineD3DSurfaceImpl
*)This
->surfaces
[i
])) {
122 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
123 /* TODO: This is not necessarily needed with hw palettized texture support */
124 IWineD3DSurface_LoadLocation(This
->surfaces
[i
], SFLAG_INSYSMEM
, NULL
);
125 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
126 IWineD3DSurface_ModifyLocation(This
->surfaces
[i
], SFLAG_INTEXTURE
, FALSE
);
130 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
131 if (This
->baseTexture
.dirty
) {
132 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
133 IWineD3DSurface_LoadTexture(This
->surfaces
[i
], srgb_mode
);
135 } else if (srgb_was_toggled
) {
136 if (This
->baseTexture
.srgb_mode_change_count
< 20)
137 ++This
->baseTexture
.srgb_mode_change_count
;
139 FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This
);
141 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
142 IWineD3DSurface_AddDirtyRect(This
->surfaces
[i
], NULL
);
143 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[i
], This
->baseTexture
.textureName
, IWineD3DTexture_GetTextureDimensions(iface
));
144 IWineD3DSurface_LoadTexture(This
->surfaces
[i
], srgb_mode
);
147 TRACE("(%p) Texture not dirty, nothing to do\n" , iface
);
150 /* No longer dirty */
151 This
->baseTexture
.dirty
= FALSE
;
156 static void WINAPI
IWineD3DTextureImpl_UnLoad(IWineD3DTexture
*iface
) {
158 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
159 TRACE("(%p)\n", This
);
161 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
162 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
165 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
166 IWineD3DSurface_UnLoad(This
->surfaces
[i
]);
167 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[i
], 0, IWineD3DTexture_GetTextureDimensions(iface
));
170 IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture
*) iface
);
173 static WINED3DRESOURCETYPE WINAPI
IWineD3DTextureImpl_GetType(IWineD3DTexture
*iface
) {
174 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
177 static HRESULT WINAPI
IWineD3DTextureImpl_GetParent(IWineD3DTexture
*iface
, IUnknown
**pParent
) {
178 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
181 /* ******************************************************
182 IWineD3DTexture IWineD3DBaseTexture parts follow
183 ****************************************************** */
184 static DWORD WINAPI
IWineD3DTextureImpl_SetLOD(IWineD3DTexture
*iface
, DWORD LODNew
) {
185 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture
*)iface
, LODNew
);
188 static DWORD WINAPI
IWineD3DTextureImpl_GetLOD(IWineD3DTexture
*iface
) {
189 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture
*)iface
);
192 static DWORD WINAPI
IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture
*iface
) {
193 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture
*)iface
);
196 static HRESULT WINAPI
IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
197 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture
*)iface
, FilterType
);
200 static WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture
*iface
) {
201 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture
*)iface
);
204 static void WINAPI
IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture
*iface
) {
205 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture
*)iface
);
208 /* Internal function, No d3d mapping */
209 static BOOL WINAPI
IWineD3DTextureImpl_SetDirty(IWineD3DTexture
*iface
, BOOL dirty
) {
210 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture
*)iface
, dirty
);
213 static BOOL WINAPI
IWineD3DTextureImpl_GetDirty(IWineD3DTexture
*iface
) {
214 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture
*)iface
);
217 static HRESULT WINAPI
IWineD3DTextureImpl_BindTexture(IWineD3DTexture
*iface
) {
218 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
219 BOOL set_gl_texture_desc
= This
->baseTexture
.textureName
== 0;
222 TRACE("(%p) : relay to BaseTexture\n", This
);
224 hr
= IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture
*)iface
);
225 if (set_gl_texture_desc
&& SUCCEEDED(hr
)) {
227 for (i
= 0; i
< This
->baseTexture
.levels
; ++i
) {
228 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[i
], This
->baseTexture
.textureName
, IWineD3DTexture_GetTextureDimensions(iface
));
235 static HRESULT WINAPI
IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture
*iface
) {
236 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
237 TRACE("(%p) : relay to BaseTexture\n", This
);
238 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture
*)iface
);
241 static UINT WINAPI
IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture
*iface
) {
242 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
243 TRACE("(%p)\n", This
);
248 static void WINAPI
IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture
*iface
,
249 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
250 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
251 TRACE("(%p) : relay to BaseTexture\n", iface
);
252 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture
*)iface
, textureStates
, samplerStates
);
255 /* *******************************************
256 IWineD3DTexture IWineD3DTexture parts follow
257 ******************************************* */
258 static void WINAPI
IWineD3DTextureImpl_Destroy(IWineD3DTexture
*iface
, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface
) {
259 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
262 TRACE("(%p) : Cleaning up\n",This
);
263 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
264 if (This
->surfaces
[i
] != NULL
) {
265 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
266 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[i
], 0, 0);
267 IWineD3DSurface_SetContainer(This
->surfaces
[i
], 0);
268 D3DCB_DestroySurface(This
->surfaces
[i
]);
271 TRACE("(%p) : cleaning up base texture\n", This
);
272 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture
*)iface
);
273 /* free the object */
274 HeapFree(GetProcessHeap(), 0, This
);
277 static HRESULT WINAPI
IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture
*iface
, UINT Level
, WINED3DSURFACE_DESC
* pDesc
) {
278 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
280 if (Level
< This
->baseTexture
.levels
) {
281 TRACE("(%p) Level (%d)\n", This
, Level
);
282 return IWineD3DSurface_GetDesc(This
->surfaces
[Level
], pDesc
);
284 FIXME("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
285 return WINED3DERR_INVALIDCALL
;
288 static HRESULT WINAPI
IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture
*iface
, UINT Level
, IWineD3DSurface
** ppSurfaceLevel
) {
289 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
290 HRESULT hr
= WINED3DERR_INVALIDCALL
;
292 if (Level
< This
->baseTexture
.levels
) {
293 *ppSurfaceLevel
= This
->surfaces
[Level
];
294 IWineD3DSurface_AddRef(This
->surfaces
[Level
]);
296 TRACE("(%p) : returning %p for level %d\n", This
, *ppSurfaceLevel
, Level
);
298 if (WINED3D_OK
!= hr
) {
299 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
300 *ppSurfaceLevel
= NULL
; /* Just to be on the safe side.. */
305 static HRESULT WINAPI
IWineD3DTextureImpl_LockRect(IWineD3DTexture
*iface
, UINT Level
, WINED3DLOCKED_RECT
*pLockedRect
,
306 CONST RECT
*pRect
, DWORD Flags
) {
307 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
308 HRESULT hr
= WINED3DERR_INVALIDCALL
;
310 if (Level
< This
->baseTexture
.levels
) {
311 hr
= IWineD3DSurface_LockRect(This
->surfaces
[Level
], pLockedRect
, pRect
, Flags
);
313 if (WINED3D_OK
== hr
) {
314 TRACE("(%p) Level (%d) success\n", This
, Level
);
316 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
322 static HRESULT WINAPI
IWineD3DTextureImpl_UnlockRect(IWineD3DTexture
*iface
, UINT Level
) {
323 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
324 HRESULT hr
= WINED3DERR_INVALIDCALL
;
326 if (Level
< This
->baseTexture
.levels
) {
327 hr
= IWineD3DSurface_UnlockRect(This
->surfaces
[Level
]);
329 if ( WINED3D_OK
== hr
) {
330 TRACE("(%p) Level (%d) success\n", This
, Level
);
332 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
337 static HRESULT WINAPI
IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture
*iface
, CONST RECT
* pDirtyRect
) {
338 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
339 This
->baseTexture
.dirty
= TRUE
;
340 TRACE("(%p) : dirtyfication of surface Level (0)\n", This
);
341 return IWineD3DSurface_AddDirtyRect(This
->surfaces
[0], pDirtyRect
);
344 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
=
347 IWineD3DTextureImpl_QueryInterface
,
348 IWineD3DTextureImpl_AddRef
,
349 IWineD3DTextureImpl_Release
,
350 /* IWineD3DResource */
351 IWineD3DTextureImpl_GetParent
,
352 IWineD3DTextureImpl_GetDevice
,
353 IWineD3DTextureImpl_SetPrivateData
,
354 IWineD3DTextureImpl_GetPrivateData
,
355 IWineD3DTextureImpl_FreePrivateData
,
356 IWineD3DTextureImpl_SetPriority
,
357 IWineD3DTextureImpl_GetPriority
,
358 IWineD3DTextureImpl_PreLoad
,
359 IWineD3DTextureImpl_UnLoad
,
360 IWineD3DTextureImpl_GetType
,
361 /* IWineD3DBaseTexture */
362 IWineD3DTextureImpl_SetLOD
,
363 IWineD3DTextureImpl_GetLOD
,
364 IWineD3DTextureImpl_GetLevelCount
,
365 IWineD3DTextureImpl_SetAutoGenFilterType
,
366 IWineD3DTextureImpl_GetAutoGenFilterType
,
367 IWineD3DTextureImpl_GenerateMipSubLevels
,
368 IWineD3DTextureImpl_SetDirty
,
369 IWineD3DTextureImpl_GetDirty
,
370 IWineD3DTextureImpl_BindTexture
,
371 IWineD3DTextureImpl_UnBindTexture
,
372 IWineD3DTextureImpl_GetTextureDimensions
,
373 IWineD3DTextureImpl_ApplyStateChanges
,
374 /* IWineD3DTexture */
375 IWineD3DTextureImpl_Destroy
,
376 IWineD3DTextureImpl_GetLevelDesc
,
377 IWineD3DTextureImpl_GetSurfaceLevel
,
378 IWineD3DTextureImpl_LockRect
,
379 IWineD3DTextureImpl_UnlockRect
,
380 IWineD3DTextureImpl_AddDirtyRect