push 514b285b0c98f6a7a84c63e51c3091a87ae6d177
[wine/hacks.git] / dlls / wined3d / texture.c
blob35dfcae86d3e288f3b1b4934bd84e53110688010
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 IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
75 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
76 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
79 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
80 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
83 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
84 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
87 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
88 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
91 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
92 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
95 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
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 = This->baseTexture.is_srgb;
102 BOOL srgb_was_toggled = FALSE;
104 TRACE("(%p) : About to load texture\n", This);
106 if(!device->isInDraw) {
107 /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
108 * recursive calls
110 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
111 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
112 srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
113 srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
114 This->baseTexture.is_srgb = srgb_mode;
117 IWineD3DTexture_BindTexture(iface);
119 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
120 for (i = 0; i < This->baseTexture.levels; i++) {
121 if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
122 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
123 /* TODO: This is not necessarily needed with hw palettized texture support */
124 IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
125 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
126 IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
130 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
131 if (This->baseTexture.dirty) {
132 for (i = 0; i < This->baseTexture.levels; i++) {
133 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
135 } else if (srgb_was_toggled) {
136 if (This->baseTexture.srgb_mode_change_count < 20)
137 ++This->baseTexture.srgb_mode_change_count;
138 else
139 FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
141 for (i = 0; i < This->baseTexture.levels; i++) {
142 IWineD3DSurface_AddDirtyRect(This->surfaces[i], NULL);
143 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
144 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
146 } else {
147 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
150 /* No longer dirty */
151 This->baseTexture.dirty = FALSE;
153 return ;
156 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
157 unsigned int i;
158 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
159 TRACE("(%p)\n", This);
161 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
162 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
163 * surface is fine
165 for (i = 0; i < This->baseTexture.levels; i++) {
166 IWineD3DSurface_UnLoad(This->surfaces[i]);
167 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, IWineD3DTexture_GetTextureDimensions(iface));
170 IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
173 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
174 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
177 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
178 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
181 /* ******************************************************
182 IWineD3DTexture IWineD3DBaseTexture parts follow
183 ****************************************************** */
184 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
185 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
188 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
189 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
192 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
193 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
196 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
197 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
200 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
201 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
204 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
205 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
208 /* Internal function, No d3d mapping */
209 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
210 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
213 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
214 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
217 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
218 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
219 BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
220 HRESULT hr;
222 TRACE("(%p) : relay to BaseTexture\n", This);
224 hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
225 if (set_gl_texture_desc && SUCCEEDED(hr)) {
226 UINT i;
227 for (i = 0; i < This->baseTexture.levels; ++i) {
228 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
230 /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
231 * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
232 * that prevents us from hitting the accelerated codepath. Thus manually set the GL state
234 if(IWineD3DBaseTexture_IsCondNP2(iface)) {
235 ENTER_GL();
236 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
237 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
238 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
239 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
240 LEAVE_GL();
241 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
242 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
246 return hr;
249 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
250 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
251 TRACE("(%p) : relay to BaseTexture\n", This);
252 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
255 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
256 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
257 TRACE("(%p)\n", This);
259 return This->target;
262 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
263 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
264 TRACE("(%p)\n", This);
266 return This->cond_np2;
269 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
270 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
271 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
272 TRACE("(%p) : relay to BaseTexture\n", iface);
273 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
276 /* *******************************************
277 IWineD3DTexture IWineD3DTexture parts follow
278 ******************************************* */
279 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
280 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
281 int i;
283 TRACE("(%p) : Cleaning up\n",This);
284 for (i = 0; i < This->baseTexture.levels; i++) {
285 if (This->surfaces[i] != NULL) {
286 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
287 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
288 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
289 D3DCB_DestroySurface(This->surfaces[i]);
292 TRACE("(%p) : cleaning up base texture\n", This);
293 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
294 /* free the object */
295 HeapFree(GetProcessHeap(), 0, This);
298 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
299 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
301 if (Level < This->baseTexture.levels) {
302 TRACE("(%p) Level (%d)\n", This, Level);
303 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
305 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
306 return WINED3DERR_INVALIDCALL;
309 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
310 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
311 HRESULT hr = WINED3DERR_INVALIDCALL;
313 if (Level < This->baseTexture.levels) {
314 *ppSurfaceLevel = This->surfaces[Level];
315 IWineD3DSurface_AddRef(This->surfaces[Level]);
316 hr = WINED3D_OK;
317 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
319 if (WINED3D_OK != hr) {
320 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
321 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
323 return hr;
326 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
327 CONST RECT *pRect, DWORD Flags) {
328 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
329 HRESULT hr = WINED3DERR_INVALIDCALL;
331 if (Level < This->baseTexture.levels) {
332 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
334 if (WINED3D_OK == hr) {
335 TRACE("(%p) Level (%d) success\n", This, Level);
336 } else {
337 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
340 return hr;
343 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
344 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
345 HRESULT hr = WINED3DERR_INVALIDCALL;
347 if (Level < This->baseTexture.levels) {
348 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
350 if ( WINED3D_OK == hr) {
351 TRACE("(%p) Level (%d) success\n", This, Level);
352 } else {
353 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
355 return hr;
358 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
359 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
360 This->baseTexture.dirty = TRUE;
361 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
362 return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
365 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
367 /* IUnknown */
368 IWineD3DTextureImpl_QueryInterface,
369 IWineD3DTextureImpl_AddRef,
370 IWineD3DTextureImpl_Release,
371 /* IWineD3DResource */
372 IWineD3DTextureImpl_GetParent,
373 IWineD3DTextureImpl_GetDevice,
374 IWineD3DTextureImpl_SetPrivateData,
375 IWineD3DTextureImpl_GetPrivateData,
376 IWineD3DTextureImpl_FreePrivateData,
377 IWineD3DTextureImpl_SetPriority,
378 IWineD3DTextureImpl_GetPriority,
379 IWineD3DTextureImpl_PreLoad,
380 IWineD3DTextureImpl_UnLoad,
381 IWineD3DTextureImpl_GetType,
382 /* IWineD3DBaseTexture */
383 IWineD3DTextureImpl_SetLOD,
384 IWineD3DTextureImpl_GetLOD,
385 IWineD3DTextureImpl_GetLevelCount,
386 IWineD3DTextureImpl_SetAutoGenFilterType,
387 IWineD3DTextureImpl_GetAutoGenFilterType,
388 IWineD3DTextureImpl_GenerateMipSubLevels,
389 IWineD3DTextureImpl_SetDirty,
390 IWineD3DTextureImpl_GetDirty,
391 IWineD3DTextureImpl_BindTexture,
392 IWineD3DTextureImpl_UnBindTexture,
393 IWineD3DTextureImpl_GetTextureDimensions,
394 IWineD3DTextureImpl_IsCondNP2,
395 IWineD3DTextureImpl_ApplyStateChanges,
396 /* IWineD3DTexture */
397 IWineD3DTextureImpl_Destroy,
398 IWineD3DTextureImpl_GetLevelDesc,
399 IWineD3DTextureImpl_GetSurfaceLevel,
400 IWineD3DTextureImpl_LockRect,
401 IWineD3DTextureImpl_UnlockRect,
402 IWineD3DTextureImpl_AddDirtyRect