dplayx: Code to forward player creation
[wine/gsoc_dplay.git] / dlls / wined3d / texture.c
blobdd8f32ed7dcd3859bf1aebb7606341eb32161539
1 /*
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
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
29 #define GLINFO_LOCATION (*gl_info)
31 static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
33 /* Override the IWineD3DResource PreLoad method. */
34 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
35 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
36 unsigned int i;
37 BOOL srgb_mode;
38 BOOL *dirty;
40 TRACE("(%p) : About to load texture.\n", This);
42 switch (srgb)
44 case SRGB_RGB:
45 srgb_mode = FALSE;
46 break;
48 case SRGB_BOTH:
49 texture_internal_preload(iface, SRGB_RGB);
50 /* Fallthrough */
52 case SRGB_SRGB:
53 srgb_mode = TRUE;
54 break;
56 default:
57 srgb_mode = This->baseTexture.is_srgb;
58 break;
60 dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
62 if (!device->isInDraw)
64 /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture,
65 * thus no danger of recursive calls. */
66 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
69 if (This->resource.format_desc->format == WINED3DFMT_P8
70 || This->resource.format_desc->format == WINED3DFMT_A8P8)
72 for (i = 0; i < This->baseTexture.levels; ++i)
74 if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i]))
76 TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
77 /* TODO: This is not necessarily needed with hw palettized texture support. */
78 IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
79 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
80 IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
85 /* If the texture is marked dirty or the srgb sampler setting has changed
86 * since the last load then reload the surfaces. */
87 if (*dirty)
89 for (i = 0; i < This->baseTexture.levels; ++i)
91 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
94 else
96 TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
99 /* No longer dirty. */
100 *dirty = FALSE;
103 static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb)
105 unsigned int i;
107 TRACE("(%p) : Cleaning up\n", This);
109 for (i = 0; i < This->baseTexture.levels; ++i)
111 if (This->surfaces[i])
113 /* Clean out the texture name we gave to the surface so that the
114 * surface doesn't try and release it */
115 surface_set_texture_name(This->surfaces[i], 0, TRUE);
116 surface_set_texture_name(This->surfaces[i], 0, FALSE);
117 surface_set_texture_target(This->surfaces[i], 0);
118 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
119 surface_destroy_cb(This->surfaces[i]);
123 TRACE("(%p) : Cleaning up base texture\n", This);
124 basetexture_cleanup((IWineD3DBaseTexture *)This);
127 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
128 IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
130 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
131 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
132 UINT pow2_width, pow2_height;
133 UINT tmp_w, tmp_h;
134 unsigned int i;
135 HRESULT hr;
137 /* TODO: It should only be possible to create textures for formats
138 * that are reported as supported. */
139 if (WINED3DFMT_UNKNOWN >= format)
141 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
142 return WINED3DERR_INVALIDCALL;
145 /* Non-power2 support. */
146 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
148 pow2_width = width;
149 pow2_height = height;
151 else
153 /* Find the nearest pow2 match. */
154 pow2_width = pow2_height = 1;
155 while (pow2_width < width) pow2_width <<= 1;
156 while (pow2_height < height) pow2_height <<= 1;
158 if (pow2_width != width || pow2_height != height)
160 if (levels > 1)
162 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
163 return WINED3DERR_INVALIDCALL;
165 levels = 1;
169 /* Calculate levels for mip mapping. */
170 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
172 if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
174 WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
175 return WINED3DERR_INVALIDCALL;
178 if (levels > 1)
180 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
181 return WINED3DERR_INVALIDCALL;
184 levels = 1;
186 else if (!levels)
188 levels = wined3d_log2i(max(width, height)) + 1;
189 TRACE("Calculated levels = %u.\n", levels);
192 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
193 WINED3DRTYPE_TEXTURE, device, 0, usage, format_desc, pool, parent);
194 if (FAILED(hr))
196 WARN("Failed to initialize basetexture, returning %#x.\n", hr);
197 return hr;
200 /* Precalculated scaling for 'faked' non power of two texture coords.
201 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
202 * is used in combination with texture uploads (RTL_READTEX). The reason is that EXT_PALETTED_TEXTURE
203 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
204 if (GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (width != pow2_width || height != pow2_height))
206 texture->baseTexture.pow2Matrix[0] = 1.0f;
207 texture->baseTexture.pow2Matrix[5] = 1.0f;
208 texture->baseTexture.pow2Matrix[10] = 1.0f;
209 texture->baseTexture.pow2Matrix[15] = 1.0f;
210 texture->target = GL_TEXTURE_2D;
211 texture->cond_np2 = TRUE;
212 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
214 else if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE) && (width != pow2_width || height != pow2_height)
215 && !((format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
216 && (wined3d_settings.rendertargetlock_mode == RTL_READTEX)))
218 if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
220 texture->baseTexture.pow2Matrix[0] = (float)width;
221 texture->baseTexture.pow2Matrix[5] = (float)height;
222 texture->baseTexture.pow2Matrix[10] = 1.0f;
223 texture->baseTexture.pow2Matrix[15] = 1.0f;
224 texture->target = GL_TEXTURE_RECTANGLE_ARB;
225 texture->cond_np2 = TRUE;
227 if(texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
229 texture->baseTexture.minMipLookup = minMipLookup_noMip;
231 else
233 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
236 else
238 if ((width != pow2_width) || (height != pow2_height))
240 texture->baseTexture.pow2Matrix_identity = FALSE;
241 texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
242 texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
244 else
246 texture->baseTexture.pow2Matrix[0] = 1.0f;
247 texture->baseTexture.pow2Matrix[5] = 1.0f;
250 texture->baseTexture.pow2Matrix[10] = 1.0f;
251 texture->baseTexture.pow2Matrix[15] = 1.0f;
252 texture->target = GL_TEXTURE_2D;
253 texture->cond_np2 = FALSE;
255 TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
257 /* Generate all the surfaces. */
258 tmp_w = width;
259 tmp_h = height;
260 for (i = 0; i < texture->baseTexture.levels; ++i)
262 /* Use the callback to create the texture surface. */
263 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
264 usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
265 if (FAILED(hr) || ((IWineD3DSurfaceImpl *)texture->surfaces[i])->Flags & SFLAG_OVERSIZE)
267 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
268 texture->surfaces[i] = NULL;
269 texture_cleanup(texture, D3DCB_DefaultDestroySurface);
270 return hr;
273 IWineD3DSurface_SetContainer(texture->surfaces[i], (IWineD3DBase *)texture);
274 TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[i]);
275 surface_set_texture_target(texture->surfaces[i], texture->target);
276 /* Calculate the next mipmap level. */
277 tmp_w = max(1, tmp_w >> 1);
278 tmp_h = max(1, tmp_h >> 1);
280 texture->baseTexture.internal_preload = texture_internal_preload;
282 return WINED3D_OK;
285 #undef GLINFO_LOCATION
287 /* *******************************************
288 IWineD3DTexture IUnknown parts follow
289 ******************************************* */
291 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
293 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
295 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
296 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
297 if (IsEqualGUID(riid, &IID_IUnknown)
298 || IsEqualGUID(riid, &IID_IWineD3DBase)
299 || IsEqualGUID(riid, &IID_IWineD3DResource)
300 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
301 || IsEqualGUID(riid, &IID_IWineD3DTexture)){
302 IUnknown_AddRef(iface);
303 *ppobj = This;
304 return WINED3D_OK;
306 *ppobj = NULL;
307 return E_NOINTERFACE;
310 static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
311 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
312 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
313 return InterlockedIncrement(&This->resource.ref);
316 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
317 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
318 ULONG ref;
319 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
320 ref = InterlockedDecrement(&This->resource.ref);
321 if (ref == 0) {
322 IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
324 return ref;
328 /* ****************************************************
329 IWineD3DTexture IWineD3DResource parts follow
330 **************************************************** */
331 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
332 return resource_get_device((IWineD3DResource *)iface, ppDevice);
335 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
336 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
339 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
340 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
343 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
344 return resource_free_private_data((IWineD3DResource *)iface, refguid);
347 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
348 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
351 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
352 return resource_get_priority((IWineD3DResource *)iface);
355 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
356 texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
359 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
360 unsigned int i;
361 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
362 TRACE("(%p)\n", This);
364 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
365 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
366 * surface is fine
368 for (i = 0; i < This->baseTexture.levels; i++) {
369 IWineD3DSurface_UnLoad(This->surfaces[i]);
370 surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */
371 surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */
374 basetexture_unload((IWineD3DBaseTexture *)iface);
377 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
378 return resource_get_type((IWineD3DResource *)iface);
381 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
382 return resource_get_parent((IWineD3DResource *)iface, pParent);
385 /* ******************************************************
386 IWineD3DTexture IWineD3DBaseTexture parts follow
387 ****************************************************** */
388 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
389 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
392 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
393 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
396 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
397 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
400 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
401 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
404 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
405 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
408 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
409 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
412 /* Internal function, No d3d mapping */
413 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
414 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
417 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
418 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
421 /* Context activation is done by the caller. */
422 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
423 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
424 BOOL set_gl_texture_desc;
425 HRESULT hr;
427 TRACE("(%p) : relay to BaseTexture\n", This);
429 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
430 if (set_gl_texture_desc && SUCCEEDED(hr)) {
431 UINT i;
432 for (i = 0; i < This->baseTexture.levels; ++i) {
433 if(This->baseTexture.is_srgb) {
434 surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE);
435 } else {
436 surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE);
439 /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
440 * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
441 * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
442 * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
444 if(IWineD3DBaseTexture_IsCondNP2(iface)) {
445 ENTER_GL();
446 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
447 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
448 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
449 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
450 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
451 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
452 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
453 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
454 LEAVE_GL();
455 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
456 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
457 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
458 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
459 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
463 return hr;
466 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
467 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
468 TRACE("(%p)\n", This);
470 return This->target;
473 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
474 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
475 TRACE("(%p)\n", This);
477 return This->cond_np2;
480 /* *******************************************
481 IWineD3DTexture IWineD3DTexture parts follow
482 ******************************************* */
483 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
484 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
486 texture_cleanup(This, D3DCB_DestroySurface);
487 /* free the object */
488 HeapFree(GetProcessHeap(), 0, This);
491 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
492 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
494 if (Level < This->baseTexture.levels) {
495 TRACE("(%p) Level (%d)\n", This, Level);
496 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
498 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
499 return WINED3DERR_INVALIDCALL;
502 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
503 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
504 HRESULT hr = WINED3DERR_INVALIDCALL;
506 if (Level < This->baseTexture.levels) {
507 *ppSurfaceLevel = This->surfaces[Level];
508 IWineD3DSurface_AddRef(This->surfaces[Level]);
509 hr = WINED3D_OK;
510 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
512 if (WINED3D_OK != hr) {
513 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
514 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
516 return hr;
519 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
520 CONST RECT *pRect, DWORD Flags) {
521 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
522 HRESULT hr = WINED3DERR_INVALIDCALL;
524 if (Level < This->baseTexture.levels) {
525 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
527 if (WINED3D_OK == hr) {
528 TRACE("(%p) Level (%d) success\n", This, Level);
529 } else {
530 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
533 return hr;
536 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
537 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
538 HRESULT hr = WINED3DERR_INVALIDCALL;
540 if (Level < This->baseTexture.levels) {
541 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
543 if ( WINED3D_OK == hr) {
544 TRACE("(%p) Level (%d) success\n", This, Level);
545 } else {
546 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
548 return hr;
551 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
552 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
553 This->baseTexture.dirty = TRUE;
554 This->baseTexture.srgbDirty = TRUE;
555 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
556 surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
558 return WINED3D_OK;
561 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
563 /* IUnknown */
564 IWineD3DTextureImpl_QueryInterface,
565 IWineD3DTextureImpl_AddRef,
566 IWineD3DTextureImpl_Release,
567 /* IWineD3DResource */
568 IWineD3DTextureImpl_GetParent,
569 IWineD3DTextureImpl_GetDevice,
570 IWineD3DTextureImpl_SetPrivateData,
571 IWineD3DTextureImpl_GetPrivateData,
572 IWineD3DTextureImpl_FreePrivateData,
573 IWineD3DTextureImpl_SetPriority,
574 IWineD3DTextureImpl_GetPriority,
575 IWineD3DTextureImpl_PreLoad,
576 IWineD3DTextureImpl_UnLoad,
577 IWineD3DTextureImpl_GetType,
578 /* IWineD3DBaseTexture */
579 IWineD3DTextureImpl_SetLOD,
580 IWineD3DTextureImpl_GetLOD,
581 IWineD3DTextureImpl_GetLevelCount,
582 IWineD3DTextureImpl_SetAutoGenFilterType,
583 IWineD3DTextureImpl_GetAutoGenFilterType,
584 IWineD3DTextureImpl_GenerateMipSubLevels,
585 IWineD3DTextureImpl_SetDirty,
586 IWineD3DTextureImpl_GetDirty,
587 IWineD3DTextureImpl_BindTexture,
588 IWineD3DTextureImpl_GetTextureDimensions,
589 IWineD3DTextureImpl_IsCondNP2,
590 /* IWineD3DTexture */
591 IWineD3DTextureImpl_Destroy,
592 IWineD3DTextureImpl_GetLevelDesc,
593 IWineD3DTextureImpl_GetSurfaceLevel,
594 IWineD3DTextureImpl_LockRect,
595 IWineD3DTextureImpl_UnlockRect,
596 IWineD3DTextureImpl_AddDirtyRect