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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture
);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29 /* *******************************************
30 IWineD3DTexture IUnknown parts follow
31 ******************************************* */
32 static 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
);
49 static ULONG WINAPI
IWineD3DTextureImpl_AddRef(IWineD3DTexture
*iface
) {
50 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
51 TRACE("(%p) : AddRef increasing from %d\n", This
, This
->resource
.ref
);
52 return InterlockedIncrement(&This
->resource
.ref
);
55 static ULONG WINAPI
IWineD3DTextureImpl_Release(IWineD3DTexture
*iface
) {
56 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
58 TRACE("(%p) : Releasing from %d\n", This
, This
->resource
.ref
);
59 ref
= InterlockedDecrement(&This
->resource
.ref
);
61 IWineD3DTexture_Destroy(iface
, D3DCB_DefaultDestroySurface
);
67 /* ****************************************************
68 IWineD3DTexture IWineD3DResource parts follow
69 **************************************************** */
70 static HRESULT WINAPI
IWineD3DTextureImpl_GetDevice(IWineD3DTexture
*iface
, IWineD3DDevice
** ppDevice
) {
71 return IWineD3DResourceImpl_GetDevice((IWineD3DResource
*)iface
, ppDevice
);
74 static HRESULT WINAPI
IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
75 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
78 static HRESULT WINAPI
IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
79 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
82 static HRESULT WINAPI
IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture
*iface
, REFGUID refguid
) {
83 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource
*)iface
, refguid
);
86 static DWORD WINAPI
IWineD3DTextureImpl_SetPriority(IWineD3DTexture
*iface
, DWORD PriorityNew
) {
87 return IWineD3DResourceImpl_SetPriority((IWineD3DResource
*)iface
, PriorityNew
);
90 static DWORD WINAPI
IWineD3DTextureImpl_GetPriority(IWineD3DTexture
*iface
) {
91 return IWineD3DResourceImpl_GetPriority((IWineD3DResource
*)iface
);
94 static void WINAPI
IWineD3DTextureImpl_PreLoad(IWineD3DTexture
*iface
) {
96 /* Override the IWineD3DResource PreLoad method */
98 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
99 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
100 BOOL srgb_mode
= This
->baseTexture
.is_srgb
;
101 BOOL srgb_was_toggled
= FALSE
;
103 TRACE("(%p) : About to load texture\n", This
);
105 if(!device
->isInDraw
) {
106 /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
109 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
110 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB
) && This
->baseTexture
.bindCount
> 0) {
111 srgb_mode
= device
->stateBlock
->samplerState
[This
->baseTexture
.sampler
][WINED3DSAMP_SRGBTEXTURE
];
112 srgb_was_toggled
= This
->baseTexture
.is_srgb
!= srgb_mode
;
113 This
->baseTexture
.is_srgb
= srgb_mode
;
116 IWineD3DTexture_BindTexture(iface
);
118 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
119 if (This
->baseTexture
.dirty
) {
120 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
121 IWineD3DSurface_LoadTexture(This
->surfaces
[i
], srgb_mode
);
123 } else if (srgb_was_toggled
) {
124 if (This
->baseTexture
.srgb_mode_change_count
< 20)
125 ++This
->baseTexture
.srgb_mode_change_count
;
127 FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This
);
129 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
130 IWineD3DSurface_AddDirtyRect(This
->surfaces
[i
], NULL
);
131 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[i
], This
->baseTexture
.textureName
, IWineD3DTexture_GetTextureDimensions(iface
));
132 IWineD3DSurface_LoadTexture(This
->surfaces
[i
], srgb_mode
);
135 TRACE("(%p) Texture not dirty, nothing to do\n" , iface
);
139 /* No longer dirty */
140 This
->baseTexture
.dirty
= FALSE
;
145 static void WINAPI
IWineD3DTextureImpl_UnLoad(IWineD3DTexture
*iface
) {
146 IWineD3DResourceImpl_UnLoad((IWineD3DResource
*)iface
);
149 static WINED3DRESOURCETYPE WINAPI
IWineD3DTextureImpl_GetType(IWineD3DTexture
*iface
) {
150 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
153 static HRESULT WINAPI
IWineD3DTextureImpl_GetParent(IWineD3DTexture
*iface
, IUnknown
**pParent
) {
154 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
157 /* ******************************************************
158 IWineD3DTexture IWineD3DBaseTexture parts follow
159 ****************************************************** */
160 static DWORD WINAPI
IWineD3DTextureImpl_SetLOD(IWineD3DTexture
*iface
, DWORD LODNew
) {
161 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture
*)iface
, LODNew
);
164 static DWORD WINAPI
IWineD3DTextureImpl_GetLOD(IWineD3DTexture
*iface
) {
165 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture
*)iface
);
168 static DWORD WINAPI
IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture
*iface
) {
169 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture
*)iface
);
172 static HRESULT WINAPI
IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
173 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture
*)iface
, FilterType
);
176 static WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture
*iface
) {
177 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture
*)iface
);
180 static void WINAPI
IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture
*iface
) {
181 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture
*)iface
);
184 /* Internal function, No d3d mapping */
185 static BOOL WINAPI
IWineD3DTextureImpl_SetDirty(IWineD3DTexture
*iface
, BOOL dirty
) {
186 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture
*)iface
, dirty
);
189 static BOOL WINAPI
IWineD3DTextureImpl_GetDirty(IWineD3DTexture
*iface
) {
190 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture
*)iface
);
193 static HRESULT WINAPI
IWineD3DTextureImpl_BindTexture(IWineD3DTexture
*iface
) {
194 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
195 BOOL set_gl_texture_desc
= This
->baseTexture
.textureName
== 0;
198 TRACE("(%p) : relay to BaseTexture\n", This
);
200 hr
= IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture
*)iface
);
201 if (set_gl_texture_desc
&& SUCCEEDED(hr
)) {
203 for (i
= 0; i
< This
->baseTexture
.levels
; ++i
) {
204 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[i
], This
->baseTexture
.textureName
, IWineD3DTexture_GetTextureDimensions(iface
));
211 static HRESULT WINAPI
IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture
*iface
) {
212 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
213 TRACE("(%p) : relay to BaseTexture\n", This
);
214 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture
*)iface
);
217 static UINT WINAPI
IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture
*iface
) {
218 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
219 TRACE("(%p)\n", This
);
224 static void WINAPI
IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture
*iface
,
225 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
226 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
227 TRACE("(%p) : relay to BaseTexture\n", iface
);
228 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture
*)iface
, textureStates
, samplerStates
);
231 /* *******************************************
232 IWineD3DTexture IWineD3DTexture parts follow
233 ******************************************* */
234 static void WINAPI
IWineD3DTextureImpl_Destroy(IWineD3DTexture
*iface
, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface
) {
235 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
238 TRACE("(%p) : Cleaning up\n",This
);
239 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
240 if (This
->surfaces
[i
] != NULL
) {
241 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
242 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[i
], 0, 0);
243 IWineD3DSurface_SetContainer(This
->surfaces
[i
], 0);
244 D3DCB_DestroySurface(This
->surfaces
[i
]);
247 TRACE("(%p) : cleaning up base texture\n", This
);
248 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture
*)iface
);
249 /* free the object */
250 HeapFree(GetProcessHeap(), 0, This
);
253 static HRESULT WINAPI
IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture
*iface
, UINT Level
, WINED3DSURFACE_DESC
* pDesc
) {
254 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
256 if (Level
< This
->baseTexture
.levels
) {
257 TRACE("(%p) Level (%d)\n", This
, Level
);
258 return IWineD3DSurface_GetDesc(This
->surfaces
[Level
], pDesc
);
260 FIXME("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
261 return WINED3DERR_INVALIDCALL
;
264 static HRESULT WINAPI
IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture
*iface
, UINT Level
, IWineD3DSurface
** ppSurfaceLevel
) {
265 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
266 HRESULT hr
= WINED3DERR_INVALIDCALL
;
268 if (Level
< This
->baseTexture
.levels
) {
269 *ppSurfaceLevel
= This
->surfaces
[Level
];
270 IWineD3DSurface_AddRef((IWineD3DSurface
*) This
->surfaces
[Level
]);
272 TRACE("(%p) : returning %p for level %d\n", This
, *ppSurfaceLevel
, Level
);
274 if (WINED3D_OK
!= hr
) {
275 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
276 *ppSurfaceLevel
= NULL
; /* Just to be on the safe side.. */
281 static HRESULT WINAPI
IWineD3DTextureImpl_LockRect(IWineD3DTexture
*iface
, UINT Level
, WINED3DLOCKED_RECT
*pLockedRect
,
282 CONST RECT
*pRect
, DWORD Flags
) {
283 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
284 HRESULT hr
= WINED3DERR_INVALIDCALL
;
286 if (Level
< This
->baseTexture
.levels
) {
287 hr
= IWineD3DSurface_LockRect(This
->surfaces
[Level
], pLockedRect
, pRect
, Flags
);
289 if (WINED3D_OK
== hr
) {
290 TRACE("(%p) Level (%d) success\n", This
, Level
);
292 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
298 static HRESULT WINAPI
IWineD3DTextureImpl_UnlockRect(IWineD3DTexture
*iface
, UINT Level
) {
299 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
300 HRESULT hr
= WINED3DERR_INVALIDCALL
;
302 if (Level
< This
->baseTexture
.levels
) {
303 hr
= IWineD3DSurface_UnlockRect(This
->surfaces
[Level
]);
305 if ( WINED3D_OK
== hr
) {
306 TRACE("(%p) Level (%d) success\n", This
, Level
);
308 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
313 static HRESULT WINAPI
IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture
*iface
, CONST RECT
* pDirtyRect
) {
314 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
315 This
->baseTexture
.dirty
= TRUE
;
316 TRACE("(%p) : dirtyfication of surface Level (0)\n", This
);
317 return IWineD3DSurface_AddDirtyRect(This
->surfaces
[0], pDirtyRect
);
320 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
=
323 IWineD3DTextureImpl_QueryInterface
,
324 IWineD3DTextureImpl_AddRef
,
325 IWineD3DTextureImpl_Release
,
326 /* IWineD3DResource */
327 IWineD3DTextureImpl_GetParent
,
328 IWineD3DTextureImpl_GetDevice
,
329 IWineD3DTextureImpl_SetPrivateData
,
330 IWineD3DTextureImpl_GetPrivateData
,
331 IWineD3DTextureImpl_FreePrivateData
,
332 IWineD3DTextureImpl_SetPriority
,
333 IWineD3DTextureImpl_GetPriority
,
334 IWineD3DTextureImpl_PreLoad
,
335 IWineD3DTextureImpl_UnLoad
,
336 IWineD3DTextureImpl_GetType
,
337 /* IWineD3DBaseTexture */
338 IWineD3DTextureImpl_SetLOD
,
339 IWineD3DTextureImpl_GetLOD
,
340 IWineD3DTextureImpl_GetLevelCount
,
341 IWineD3DTextureImpl_SetAutoGenFilterType
,
342 IWineD3DTextureImpl_GetAutoGenFilterType
,
343 IWineD3DTextureImpl_GenerateMipSubLevels
,
344 IWineD3DTextureImpl_SetDirty
,
345 IWineD3DTextureImpl_GetDirty
,
346 IWineD3DTextureImpl_BindTexture
,
347 IWineD3DTextureImpl_UnBindTexture
,
348 IWineD3DTextureImpl_GetTextureDimensions
,
349 IWineD3DTextureImpl_ApplyStateChanges
,
350 /* IWineD3DTexture */
351 IWineD3DTextureImpl_Destroy
,
352 IWineD3DTextureImpl_GetLevelDesc
,
353 IWineD3DTextureImpl_GetSurfaceLevel
,
354 IWineD3DTextureImpl_LockRect
,
355 IWineD3DTextureImpl_UnlockRect
,
356 IWineD3DTextureImpl_AddDirtyRect