server: Make the FILE_SHARE_DELETE sharing checks depend on DELETE
[wine/dcerpc.git] / dlls / wined3d / texture.c
blob1bb2257aa1b57ed2bb3557c894bd59a18867ea2b
1 /*
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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
29 /* *******************************************
30 IWineD3DTexture IUnknown parts follow
31 ******************************************* */
32 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_IWineD3DResource)
38 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
39 || IsEqualGUID(riid, &IID_IWineD3DTexture)){
40 IUnknown_AddRef(iface);
41 *ppobj = This;
42 return D3D_OK;
44 return E_NOINTERFACE;
47 ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
48 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
49 TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
50 return InterlockedIncrement(&This->resource.ref);
53 ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
54 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
55 ULONG ref;
56 TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
57 ref = InterlockedDecrement(&This->resource.ref);
58 if (ref == 0) {
59 int i;
61 TRACE("(%p) : Cleaning up\n",This);
62 for (i = 0; i < This->baseTexture.levels; i++) {
63 if (This->surfaces[i] != NULL) {
64 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
65 IUnknown* surfaceParent;
66 /* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */
67 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
68 IWineD3DSurface_GetParent(This->surfaces[i], &surfaceParent);
69 IUnknown_Release(surfaceParent);
70 IUnknown_Release(surfaceParent);
73 TRACE("(%p) : cleaning up base texture\n", This);
74 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
75 /* free the object */
76 HeapFree(GetProcessHeap(), 0, This);
78 return ref;
81 /* ****************************************************
82 IWineD3DTexture IWineD3DResource parts follow
83 **************************************************** */
84 HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
85 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
88 HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
89 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
92 HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
93 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
96 HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
97 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
100 DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
101 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
104 DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
105 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
108 void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
110 /* Override the IWineD3DResource PreLoad method */
111 unsigned int i;
112 BOOL setGlTextureDesc = FALSE;
113 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
115 TRACE("(%p) : About to load texture\n", This);
117 if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
119 IWineD3DTexture_BindTexture(iface);
120 ENTER_GL();
121 /* If were dirty then reload the surfaces */
122 if(This->baseTexture.dirty != FALSE) {
124 for (i = 0; i < This->baseTexture.levels; i++) {
125 if(setGlTextureDesc)
126 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
127 IWineD3DSurface_LoadTexture(This->surfaces[i]);
130 /* No longer dirty */
131 This->baseTexture.dirty = FALSE;
132 } else {
133 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
135 LEAVE_GL();
137 return ;
140 D3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
141 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
144 HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
145 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
148 /* ******************************************************
149 IWineD3DTexture IWineD3DBaseTexture parts follow
150 ****************************************************** */
151 DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
152 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
155 DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
156 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
159 DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
160 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
163 HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
164 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
167 D3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
168 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
171 void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
172 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
175 /* Internal function, No d3d mapping */
176 BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
177 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
180 BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
181 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
184 HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
185 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
186 TRACE("(%p) : relay to BaseTexture\n", This);
187 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
190 HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
191 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
192 TRACE("(%p) : relay to BaseTexture\n", This);
193 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
196 UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
197 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
198 TRACE("(%p)\n", This);
200 return GL_TEXTURE_2D;
203 void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
204 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
205 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
206 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
207 float matrix[16];
208 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
210 /** non-power2 fixups using texture matrix **/
211 if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
212 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
213 if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU) &&
214 (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
215 glMatrixMode(GL_TEXTURE);
216 memset(matrix, 0 , sizeof(matrix));
217 matrix[0] = This->pow2scalingFactorX;
218 matrix[5] = This->pow2scalingFactorY;
219 #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 */
220 matrix[12] = -0.25f / (float)This->width;
221 matrix[13] = -0.75f / (float)This->height;
222 #endif
223 matrix[10] = 1;
224 matrix[15] = 1;
225 TRACE("(%p) Setup Matrix:\n", This);
226 TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
227 TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
228 TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
229 TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
230 TRACE("\n");
232 glMultMatrixf(matrix);
233 } else {
234 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
235 FIXME("Non-power2 texture being used with generated texture coords\n");
241 /* *******************************************
242 IWineD3DTexture IWineD3DTexture parts follow
243 ******************************************* */
244 HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
245 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
247 if (Level < This->baseTexture.levels) {
248 TRACE("(%p) Level (%d)\n", This, Level);
249 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
251 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
252 return D3DERR_INVALIDCALL;
255 HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
256 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
257 HRESULT hr = D3DERR_INVALIDCALL;
259 if (Level < This->baseTexture.levels) {
260 *ppSurfaceLevel = This->surfaces[Level];
261 IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
262 hr = D3D_OK;
263 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
265 if (D3D_OK != hr) {
266 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
267 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
269 return hr;
272 HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect,
273 CONST RECT *pRect, DWORD Flags) {
274 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
275 HRESULT hr = D3DERR_INVALIDCALL;
277 if (Level < This->baseTexture.levels) {
278 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
280 if (D3D_OK == hr) {
281 TRACE("(%p) Level (%d) success\n", This, Level);
282 } else {
283 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
286 return hr;
289 HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
290 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
291 HRESULT hr = D3DERR_INVALIDCALL;
293 if (Level < This->baseTexture.levels) {
294 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
296 if ( D3D_OK == hr) {
297 TRACE("(%p) Level (%d) success\n", This, Level);
298 } else {
299 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
301 return hr;
304 HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
305 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
306 This->baseTexture.dirty = TRUE;
307 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
308 return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
311 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
313 /* IUnknown */
314 IWineD3DTextureImpl_QueryInterface,
315 IWineD3DTextureImpl_AddRef,
316 IWineD3DTextureImpl_Release,
317 /* IWineD3DResource */
318 IWineD3DTextureImpl_GetParent,
319 IWineD3DTextureImpl_GetDevice,
320 IWineD3DTextureImpl_SetPrivateData,
321 IWineD3DTextureImpl_GetPrivateData,
322 IWineD3DTextureImpl_FreePrivateData,
323 IWineD3DTextureImpl_SetPriority,
324 IWineD3DTextureImpl_GetPriority,
325 IWineD3DTextureImpl_PreLoad,
326 IWineD3DTextureImpl_GetType,
327 /* IWineD3DBaseTexture */
328 IWineD3DTextureImpl_SetLOD,
329 IWineD3DTextureImpl_GetLOD,
330 IWineD3DTextureImpl_GetLevelCount,
331 IWineD3DTextureImpl_SetAutoGenFilterType,
332 IWineD3DTextureImpl_GetAutoGenFilterType,
333 IWineD3DTextureImpl_GenerateMipSubLevels,
334 IWineD3DTextureImpl_SetDirty,
335 IWineD3DTextureImpl_GetDirty,
336 IWineD3DTextureImpl_BindTexture,
337 IWineD3DTextureImpl_UnBindTexture,
338 IWineD3DTextureImpl_GetTextureDimensions,
339 IWineD3DTextureImpl_ApplyStateChanges,
340 /* IWineD3DTexture */
341 IWineD3DTextureImpl_GetLevelDesc,
342 IWineD3DTextureImpl_GetSurfaceLevel,
343 IWineD3DTextureImpl_LockRect,
344 IWineD3DTextureImpl_UnlockRect,
345 IWineD3DTextureImpl_AddDirtyRect