push 862965e7f7bbbfb960006fcded9111ae18c06ef6
[wine/hacks.git] / dlls / wined3d / texture.c
blob7bc8d7bcaa7addd8300e7aede91670c2f5b971e1
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, device->lastActiveRenderTarget, 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 if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
202 texture->baseTexture.minMipLookup = minMipLookup;
203 texture->baseTexture.magLookup = magLookup;
205 else
207 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
208 texture->baseTexture.magLookup = magLookup_noFilter;
211 /* Precalculated scaling for 'faked' non power of two texture coords.
212 * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
213 * is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
214 * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
215 if (GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (width != pow2_width || height != pow2_height))
217 texture->baseTexture.pow2Matrix[0] = 1.0f;
218 texture->baseTexture.pow2Matrix[5] = 1.0f;
219 texture->baseTexture.pow2Matrix[10] = 1.0f;
220 texture->baseTexture.pow2Matrix[15] = 1.0f;
221 texture->target = GL_TEXTURE_2D;
222 texture->cond_np2 = TRUE;
223 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
225 else if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE) && (width != pow2_width || height != pow2_height)
226 && !((format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
227 && (wined3d_settings.rendertargetlock_mode == RTL_READTEX
228 || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
230 if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
232 texture->baseTexture.pow2Matrix[0] = (float)width;
233 texture->baseTexture.pow2Matrix[5] = (float)height;
234 texture->baseTexture.pow2Matrix[10] = 1.0f;
235 texture->baseTexture.pow2Matrix[15] = 1.0f;
236 texture->target = GL_TEXTURE_RECTANGLE_ARB;
237 texture->cond_np2 = TRUE;
238 texture->baseTexture.minMipLookup = minMipLookup_noFilter;
240 else
242 if ((width != pow2_width) || (height != pow2_height))
244 texture->baseTexture.pow2Matrix_identity = FALSE;
245 texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
246 texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
248 else
250 texture->baseTexture.pow2Matrix[0] = 1.0f;
251 texture->baseTexture.pow2Matrix[5] = 1.0f;
254 texture->baseTexture.pow2Matrix[10] = 1.0f;
255 texture->baseTexture.pow2Matrix[15] = 1.0f;
256 texture->target = GL_TEXTURE_2D;
257 texture->cond_np2 = FALSE;
259 TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
261 /* Generate all the surfaces. */
262 tmp_w = width;
263 tmp_h = height;
264 for (i = 0; i < texture->baseTexture.levels; ++i)
266 /* Use the callback to create the texture surface. */
267 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
268 usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
269 if (FAILED(hr) || ((IWineD3DSurfaceImpl *)texture->surfaces[i])->Flags & SFLAG_OVERSIZE)
271 FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
272 texture->surfaces[i] = NULL;
273 texture_cleanup(texture, D3DCB_DefaultDestroySurface);
274 return hr;
277 IWineD3DSurface_SetContainer(texture->surfaces[i], (IWineD3DBase *)texture);
278 TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[i]);
279 surface_set_texture_target(texture->surfaces[i], texture->target);
280 /* Calculate the next mipmap level. */
281 tmp_w = max(1, tmp_w >> 1);
282 tmp_h = max(1, tmp_h >> 1);
284 texture->baseTexture.internal_preload = texture_internal_preload;
286 return WINED3D_OK;
289 #undef GLINFO_LOCATION
291 /* *******************************************
292 IWineD3DTexture IUnknown parts follow
293 ******************************************* */
295 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
297 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
299 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
300 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
301 if (IsEqualGUID(riid, &IID_IUnknown)
302 || IsEqualGUID(riid, &IID_IWineD3DBase)
303 || IsEqualGUID(riid, &IID_IWineD3DResource)
304 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
305 || IsEqualGUID(riid, &IID_IWineD3DTexture)){
306 IUnknown_AddRef(iface);
307 *ppobj = This;
308 return WINED3D_OK;
310 *ppobj = NULL;
311 return E_NOINTERFACE;
314 static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
315 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
316 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
317 return InterlockedIncrement(&This->resource.ref);
320 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
321 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
322 ULONG ref;
323 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
324 ref = InterlockedDecrement(&This->resource.ref);
325 if (ref == 0) {
326 IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
328 return ref;
332 /* ****************************************************
333 IWineD3DTexture IWineD3DResource parts follow
334 **************************************************** */
335 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
336 return resource_get_device((IWineD3DResource *)iface, ppDevice);
339 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
340 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
343 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
344 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
347 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
348 return resource_free_private_data((IWineD3DResource *)iface, refguid);
351 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
352 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
355 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
356 return resource_get_priority((IWineD3DResource *)iface);
359 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
360 texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
363 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
364 unsigned int i;
365 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
366 TRACE("(%p)\n", This);
368 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
369 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
370 * surface is fine
372 for (i = 0; i < This->baseTexture.levels; i++) {
373 IWineD3DSurface_UnLoad(This->surfaces[i]);
374 surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */
375 surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */
378 basetexture_unload((IWineD3DBaseTexture *)iface);
381 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
382 return resource_get_type((IWineD3DResource *)iface);
385 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
386 return resource_get_parent((IWineD3DResource *)iface, pParent);
389 /* ******************************************************
390 IWineD3DTexture IWineD3DBaseTexture parts follow
391 ****************************************************** */
392 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
393 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
396 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
397 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
400 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
401 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
404 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
405 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
408 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
409 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
412 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
413 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
416 /* Internal function, No d3d mapping */
417 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
418 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
421 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
422 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
425 /* Context activation is done by the caller. */
426 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
427 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
428 BOOL set_gl_texture_desc;
429 HRESULT hr;
431 TRACE("(%p) : relay to BaseTexture\n", This);
433 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
434 if (set_gl_texture_desc && SUCCEEDED(hr)) {
435 UINT i;
436 for (i = 0; i < This->baseTexture.levels; ++i) {
437 if(This->baseTexture.is_srgb) {
438 surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE);
439 } else {
440 surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE);
443 /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
444 * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
445 * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
446 * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
448 if(IWineD3DBaseTexture_IsCondNP2(iface)) {
449 ENTER_GL();
450 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
451 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
452 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
453 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
454 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
455 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
456 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
457 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
458 LEAVE_GL();
459 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
460 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
461 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
462 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
463 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
467 return hr;
470 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
471 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
472 TRACE("(%p)\n", This);
474 return This->target;
477 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
478 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
479 TRACE("(%p)\n", This);
481 return This->cond_np2;
484 /* *******************************************
485 IWineD3DTexture IWineD3DTexture parts follow
486 ******************************************* */
487 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
488 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
490 texture_cleanup(This, D3DCB_DestroySurface);
491 /* free the object */
492 HeapFree(GetProcessHeap(), 0, This);
495 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
496 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
498 if (Level < This->baseTexture.levels) {
499 TRACE("(%p) Level (%d)\n", This, Level);
500 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
502 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
503 return WINED3DERR_INVALIDCALL;
506 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
507 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
508 HRESULT hr = WINED3DERR_INVALIDCALL;
510 if (Level < This->baseTexture.levels) {
511 *ppSurfaceLevel = This->surfaces[Level];
512 IWineD3DSurface_AddRef(This->surfaces[Level]);
513 hr = WINED3D_OK;
514 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
516 if (WINED3D_OK != hr) {
517 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
518 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
520 return hr;
523 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
524 CONST RECT *pRect, DWORD Flags) {
525 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
526 HRESULT hr = WINED3DERR_INVALIDCALL;
528 if (Level < This->baseTexture.levels) {
529 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
531 if (WINED3D_OK == hr) {
532 TRACE("(%p) Level (%d) success\n", This, Level);
533 } else {
534 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
537 return hr;
540 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
541 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
542 HRESULT hr = WINED3DERR_INVALIDCALL;
544 if (Level < This->baseTexture.levels) {
545 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
547 if ( WINED3D_OK == hr) {
548 TRACE("(%p) Level (%d) success\n", This, Level);
549 } else {
550 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
552 return hr;
555 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
556 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
557 This->baseTexture.dirty = TRUE;
558 This->baseTexture.srgbDirty = TRUE;
559 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
560 surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
562 return WINED3D_OK;
565 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
567 /* IUnknown */
568 IWineD3DTextureImpl_QueryInterface,
569 IWineD3DTextureImpl_AddRef,
570 IWineD3DTextureImpl_Release,
571 /* IWineD3DResource */
572 IWineD3DTextureImpl_GetParent,
573 IWineD3DTextureImpl_GetDevice,
574 IWineD3DTextureImpl_SetPrivateData,
575 IWineD3DTextureImpl_GetPrivateData,
576 IWineD3DTextureImpl_FreePrivateData,
577 IWineD3DTextureImpl_SetPriority,
578 IWineD3DTextureImpl_GetPriority,
579 IWineD3DTextureImpl_PreLoad,
580 IWineD3DTextureImpl_UnLoad,
581 IWineD3DTextureImpl_GetType,
582 /* IWineD3DBaseTexture */
583 IWineD3DTextureImpl_SetLOD,
584 IWineD3DTextureImpl_GetLOD,
585 IWineD3DTextureImpl_GetLevelCount,
586 IWineD3DTextureImpl_SetAutoGenFilterType,
587 IWineD3DTextureImpl_GetAutoGenFilterType,
588 IWineD3DTextureImpl_GenerateMipSubLevels,
589 IWineD3DTextureImpl_SetDirty,
590 IWineD3DTextureImpl_GetDirty,
591 IWineD3DTextureImpl_BindTexture,
592 IWineD3DTextureImpl_GetTextureDimensions,
593 IWineD3DTextureImpl_IsCondNP2,
594 /* IWineD3DTexture */
595 IWineD3DTextureImpl_Destroy,
596 IWineD3DTextureImpl_GetLevelDesc,
597 IWineD3DTextureImpl_GetSurfaceLevel,
598 IWineD3DTextureImpl_LockRect,
599 IWineD3DTextureImpl_UnlockRect,
600 IWineD3DTextureImpl_AddDirtyRect