push 43f03fe87c2254c6df67b2de3c08b5b20fd64327
[wine/hacks.git] / dlls / wined3d / texture.c
blob1aabc86193a838326ea197ce70b8886e534b1f01
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);
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);
43 *ppobj = This;
44 return WINED3D_OK;
46 *ppobj = NULL;
47 return E_NOINTERFACE;
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;
58 ULONG ref;
59 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
60 ref = InterlockedDecrement(&This->resource.ref);
61 if (ref == 0) {
62 IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
64 return ref;
68 /* ****************************************************
69 IWineD3DTexture IWineD3DResource parts follow
70 **************************************************** */
71 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
72 return resource_get_device((IWineD3DResource *)iface, ppDevice);
75 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
76 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
79 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
80 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
83 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
84 return resource_free_private_data((IWineD3DResource *)iface, refguid);
87 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
88 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
91 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
92 return resource_get_priority((IWineD3DResource *)iface);
95 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
97 /* Override the IWineD3DResource PreLoad method */
98 unsigned int i;
99 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
100 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
101 BOOL srgb_mode;
102 BOOL *dirty;
104 TRACE("(%p) : About to load texture\n", This);
106 switch(srgb) {
107 case SRGB_RGB: srgb_mode = FALSE; break;
108 case SRGB_BOTH: texture_internal_preload(iface, SRGB_RGB);
109 case SRGB_SRGB: srgb_mode = TRUE; break;
110 /* DONTKNOW, and shut up the compiler */
111 default: srgb_mode = This->baseTexture.is_srgb; break;
113 dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
115 if(!device->isInDraw) {
116 /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
117 * recursive calls
119 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
122 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
123 for (i = 0; i < This->baseTexture.levels; i++) {
124 if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
125 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
126 /* TODO: This is not necessarily needed with hw palettized texture support */
127 IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
128 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
129 IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
133 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
134 if (*dirty) {
135 for (i = 0; i < This->baseTexture.levels; i++) {
136 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
138 } else {
139 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
142 /* No longer dirty */
143 *dirty = FALSE;
145 return ;
148 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
149 texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
152 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
153 unsigned int i;
154 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
155 TRACE("(%p)\n", This);
157 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
158 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
159 * surface is fine
161 for (i = 0; i < This->baseTexture.levels; i++) {
162 IWineD3DSurface_UnLoad(This->surfaces[i]);
163 surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */
164 surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */
167 basetexture_unload((IWineD3DBaseTexture *)iface);
170 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
171 return resource_get_type((IWineD3DResource *)iface);
174 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
175 return resource_get_parent((IWineD3DResource *)iface, pParent);
178 /* ******************************************************
179 IWineD3DTexture IWineD3DBaseTexture parts follow
180 ****************************************************** */
181 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
182 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
185 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
186 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
189 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
190 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
193 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
194 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
197 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
198 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
201 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
202 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
205 /* Internal function, No d3d mapping */
206 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
207 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
210 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
211 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
214 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
215 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
216 BOOL set_gl_texture_desc;
217 HRESULT hr;
219 TRACE("(%p) : relay to BaseTexture\n", This);
221 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
222 if (set_gl_texture_desc && SUCCEEDED(hr)) {
223 UINT i;
224 for (i = 0; i < This->baseTexture.levels; ++i) {
225 if(This->baseTexture.is_srgb) {
226 surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE);
227 } else {
228 surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE);
231 /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
232 * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
233 * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
234 * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
236 if(IWineD3DBaseTexture_IsCondNP2(iface)) {
237 ENTER_GL();
238 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
239 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
240 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
241 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
242 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
243 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
244 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
245 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
246 LEAVE_GL();
247 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
248 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
249 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
250 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
251 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
255 return hr;
258 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
259 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
260 TRACE("(%p)\n", This);
262 return This->target;
265 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
266 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
267 TRACE("(%p)\n", This);
269 return This->cond_np2;
272 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
273 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
274 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
275 TRACE("(%p) : relay to BaseTexture\n", iface);
276 basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
279 /* *******************************************
280 IWineD3DTexture IWineD3DTexture parts follow
281 ******************************************* */
282 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
283 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
284 int i;
286 TRACE("(%p) : Cleaning up\n",This);
287 for (i = 0; i < This->baseTexture.levels; i++) {
288 if (This->surfaces[i] != NULL) {
289 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
290 surface_set_texture_name(This->surfaces[i], 0, TRUE);
291 surface_set_texture_name(This->surfaces[i], 0, FALSE);
292 surface_set_texture_target(This->surfaces[i], 0);
293 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
294 D3DCB_DestroySurface(This->surfaces[i]);
297 TRACE("(%p) : cleaning up base texture\n", This);
298 basetexture_cleanup((IWineD3DBaseTexture *)iface);
299 /* free the object */
300 HeapFree(GetProcessHeap(), 0, This);
303 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
304 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
306 if (Level < This->baseTexture.levels) {
307 TRACE("(%p) Level (%d)\n", This, Level);
308 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
310 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
311 return WINED3DERR_INVALIDCALL;
314 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
315 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
316 HRESULT hr = WINED3DERR_INVALIDCALL;
318 if (Level < This->baseTexture.levels) {
319 *ppSurfaceLevel = This->surfaces[Level];
320 IWineD3DSurface_AddRef(This->surfaces[Level]);
321 hr = WINED3D_OK;
322 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
324 if (WINED3D_OK != hr) {
325 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
326 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
328 return hr;
331 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
332 CONST RECT *pRect, DWORD Flags) {
333 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
334 HRESULT hr = WINED3DERR_INVALIDCALL;
336 if (Level < This->baseTexture.levels) {
337 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
339 if (WINED3D_OK == hr) {
340 TRACE("(%p) Level (%d) success\n", This, Level);
341 } else {
342 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
345 return hr;
348 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
349 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
350 HRESULT hr = WINED3DERR_INVALIDCALL;
352 if (Level < This->baseTexture.levels) {
353 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
355 if ( WINED3D_OK == hr) {
356 TRACE("(%p) Level (%d) success\n", This, Level);
357 } else {
358 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
360 return hr;
363 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
364 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
365 This->baseTexture.dirty = TRUE;
366 This->baseTexture.srgbDirty = TRUE;
367 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
368 surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
370 return WINED3D_OK;
373 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
375 /* IUnknown */
376 IWineD3DTextureImpl_QueryInterface,
377 IWineD3DTextureImpl_AddRef,
378 IWineD3DTextureImpl_Release,
379 /* IWineD3DResource */
380 IWineD3DTextureImpl_GetParent,
381 IWineD3DTextureImpl_GetDevice,
382 IWineD3DTextureImpl_SetPrivateData,
383 IWineD3DTextureImpl_GetPrivateData,
384 IWineD3DTextureImpl_FreePrivateData,
385 IWineD3DTextureImpl_SetPriority,
386 IWineD3DTextureImpl_GetPriority,
387 IWineD3DTextureImpl_PreLoad,
388 IWineD3DTextureImpl_UnLoad,
389 IWineD3DTextureImpl_GetType,
390 /* IWineD3DBaseTexture */
391 IWineD3DTextureImpl_SetLOD,
392 IWineD3DTextureImpl_GetLOD,
393 IWineD3DTextureImpl_GetLevelCount,
394 IWineD3DTextureImpl_SetAutoGenFilterType,
395 IWineD3DTextureImpl_GetAutoGenFilterType,
396 IWineD3DTextureImpl_GenerateMipSubLevels,
397 IWineD3DTextureImpl_SetDirty,
398 IWineD3DTextureImpl_GetDirty,
399 IWineD3DTextureImpl_BindTexture,
400 IWineD3DTextureImpl_GetTextureDimensions,
401 IWineD3DTextureImpl_IsCondNP2,
402 IWineD3DTextureImpl_ApplyStateChanges,
403 /* IWineD3DTexture */
404 IWineD3DTextureImpl_Destroy,
405 IWineD3DTextureImpl_GetLevelDesc,
406 IWineD3DTextureImpl_GetSurfaceLevel,
407 IWineD3DTextureImpl_LockRect,
408 IWineD3DTextureImpl_UnlockRect,
409 IWineD3DTextureImpl_AddDirtyRect