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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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 static 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_IWineD3DBase
)
38 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
39 || IsEqualGUID(riid
, &IID_IWineD3DBaseTexture
)
40 || IsEqualGUID(riid
, &IID_IWineD3DTexture
)){
41 IUnknown_AddRef(iface
);
49 static ULONG WINAPI
IWineD3DTextureImpl_AddRef(IWineD3DTexture
*iface
) {
50 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
51 TRACE("(%p) : AddRef increasing from %ld\n", This
, This
->resource
.ref
);
52 return InterlockedIncrement(&This
->resource
.ref
);
55 static ULONG WINAPI
IWineD3DTextureImpl_Release(IWineD3DTexture
*iface
) {
56 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
58 TRACE("(%p) : Releasing from %ld\n", This
, This
->resource
.ref
);
59 ref
= InterlockedDecrement(&This
->resource
.ref
);
63 TRACE("(%p) : Cleaning up\n",This
);
64 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
65 if (This
->surfaces
[i
] != NULL
) {
66 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
67 IUnknown
* surfaceParent
;
68 /* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */
69 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[i
], 0, 0);
70 /* Cleanup the container */
71 IWineD3DSurface_SetContainer(This
->surfaces
[i
], 0);
72 /* Now, release the parent, which will take care of cleaning up the surface for us */
73 IWineD3DSurface_GetParent(This
->surfaces
[i
], &surfaceParent
);
74 IUnknown_Release(surfaceParent
);
75 IUnknown_Release(surfaceParent
);
78 TRACE("(%p) : cleaning up base texture\n", This
);
79 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture
*)iface
);
81 HeapFree(GetProcessHeap(), 0, This
);
86 /* ****************************************************
87 IWineD3DTexture IWineD3DResource parts follow
88 **************************************************** */
89 static HRESULT WINAPI
IWineD3DTextureImpl_GetDevice(IWineD3DTexture
*iface
, IWineD3DDevice
** ppDevice
) {
90 return IWineD3DResourceImpl_GetDevice((IWineD3DResource
*)iface
, ppDevice
);
93 static HRESULT WINAPI
IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
94 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
97 static HRESULT WINAPI
IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
98 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
101 static HRESULT WINAPI
IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture
*iface
, REFGUID refguid
) {
102 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource
*)iface
, refguid
);
105 static DWORD WINAPI
IWineD3DTextureImpl_SetPriority(IWineD3DTexture
*iface
, DWORD PriorityNew
) {
106 return IWineD3DResourceImpl_SetPriority((IWineD3DResource
*)iface
, PriorityNew
);
109 static DWORD WINAPI
IWineD3DTextureImpl_GetPriority(IWineD3DTexture
*iface
) {
110 return IWineD3DResourceImpl_GetPriority((IWineD3DResource
*)iface
);
113 static void WINAPI
IWineD3DTextureImpl_PreLoad(IWineD3DTexture
*iface
) {
115 /* Override the IWineD3DResource PreLoad method */
117 BOOL setGlTextureDesc
= FALSE
;
118 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
120 TRACE("(%p) : About to load texture\n", This
);
122 if (This
->baseTexture
.textureName
== 0) setGlTextureDesc
= TRUE
;
124 IWineD3DTexture_BindTexture(iface
);
126 /* If were dirty then reload the surfaces */
127 if(This
->baseTexture
.dirty
!= FALSE
) {
129 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
131 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[i
], This
->baseTexture
.textureName
, IWineD3DTexture_GetTextureDimensions(iface
));
132 IWineD3DSurface_LoadTexture(This
->surfaces
[i
]);
135 /* No longer dirty */
136 This
->baseTexture
.dirty
= FALSE
;
138 TRACE("(%p) Texture not dirty, nothing to do\n" , iface
);
145 static WINED3DRESOURCETYPE WINAPI
IWineD3DTextureImpl_GetType(IWineD3DTexture
*iface
) {
146 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
149 static HRESULT WINAPI
IWineD3DTextureImpl_GetParent(IWineD3DTexture
*iface
, IUnknown
**pParent
) {
150 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
153 /* ******************************************************
154 IWineD3DTexture IWineD3DBaseTexture parts follow
155 ****************************************************** */
156 static DWORD WINAPI
IWineD3DTextureImpl_SetLOD(IWineD3DTexture
*iface
, DWORD LODNew
) {
157 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture
*)iface
, LODNew
);
160 static DWORD WINAPI
IWineD3DTextureImpl_GetLOD(IWineD3DTexture
*iface
) {
161 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture
*)iface
);
164 static DWORD WINAPI
IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture
*iface
) {
165 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture
*)iface
);
168 static HRESULT WINAPI
IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
169 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture
*)iface
, FilterType
);
172 static WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture
*iface
) {
173 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture
*)iface
);
176 static void WINAPI
IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture
*iface
) {
177 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture
*)iface
);
180 /* Internal function, No d3d mapping */
181 static BOOL WINAPI
IWineD3DTextureImpl_SetDirty(IWineD3DTexture
*iface
, BOOL dirty
) {
182 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture
*)iface
, dirty
);
185 static BOOL WINAPI
IWineD3DTextureImpl_GetDirty(IWineD3DTexture
*iface
) {
186 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture
*)iface
);
189 static HRESULT WINAPI
IWineD3DTextureImpl_BindTexture(IWineD3DTexture
*iface
) {
190 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
191 TRACE("(%p) : relay to BaseTexture\n", This
);
192 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture
*)iface
);
195 static HRESULT WINAPI
IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture
*iface
) {
196 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
197 TRACE("(%p) : relay to BaseTexture\n", This
);
198 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture
*)iface
);
201 static UINT WINAPI
IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture
*iface
) {
202 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
203 TRACE("(%p)\n", This
);
205 return GL_TEXTURE_2D
;
208 static void WINAPI
IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture
*iface
,
209 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
210 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
211 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
213 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture
*)iface
, textureStates
, samplerStates
);
215 /** non-power2 fixups using texture matrix **/
216 if(This
->pow2scalingFactorX
!= 1.0f
|| This
->pow2scalingFactorY
!= 1.0f
) {
217 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
218 if(((textureStates
[WINED3DTSS_TEXCOORDINDEX
] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU
) &&
219 (~textureStates
[WINED3DTSS_TEXTURETRANSFORMFLAGS
] & D3DTTFF_PROJECTED
)) {
220 glMatrixMode(GL_TEXTURE
);
221 memset(matrix
, 0 , sizeof(matrix
));
222 matrix
[0] = This
->pow2scalingFactorX
;
223 matrix
[5] = This
->pow2scalingFactorY
;
224 #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 */
225 matrix
[12] = -0.25f
/ (float)This
->width
;
226 matrix
[13] = -0.75f
/ (float)This
->height
;
230 TRACE("(%p) Setup Matrix:\n", This
);
231 TRACE(" %f %f %f %f\n", matrix
[0], matrix
[1], matrix
[2], matrix
[3]);
232 TRACE(" %f %f %f %f\n", matrix
[4], matrix
[5], matrix
[6], matrix
[7]);
233 TRACE(" %f %f %f %f\n", matrix
[8], matrix
[9], matrix
[10], matrix
[11]);
234 TRACE(" %f %f %f %f\n", matrix
[12], matrix
[13], matrix
[14], matrix
[15]);
237 glMultMatrixf(matrix
);
239 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
240 FIXME("Non-power2 texture being used with generated texture coords\n");
246 /* *******************************************
247 IWineD3DTexture IWineD3DTexture parts follow
248 ******************************************* */
249 static HRESULT WINAPI
IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture
*iface
, UINT Level
, WINED3DSURFACE_DESC
* pDesc
) {
250 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
252 if (Level
< This
->baseTexture
.levels
) {
253 TRACE("(%p) Level (%d)\n", This
, Level
);
254 return IWineD3DSurface_GetDesc(This
->surfaces
[Level
], pDesc
);
256 FIXME("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
257 return WINED3DERR_INVALIDCALL
;
260 static HRESULT WINAPI
IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture
*iface
, UINT Level
, IWineD3DSurface
** ppSurfaceLevel
) {
261 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
262 HRESULT hr
= WINED3DERR_INVALIDCALL
;
264 if (Level
< This
->baseTexture
.levels
) {
265 *ppSurfaceLevel
= This
->surfaces
[Level
];
266 IWineD3DSurface_AddRef((IWineD3DSurface
*) This
->surfaces
[Level
]);
268 TRACE("(%p) : returning %p for level %d\n", This
, *ppSurfaceLevel
, Level
);
270 if (WINED3D_OK
!= hr
) {
271 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
272 *ppSurfaceLevel
= NULL
; /* Just to be on the safe side.. */
277 static HRESULT WINAPI
IWineD3DTextureImpl_LockRect(IWineD3DTexture
*iface
, UINT Level
, WINED3DLOCKED_RECT
*pLockedRect
,
278 CONST RECT
*pRect
, DWORD Flags
) {
279 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
280 HRESULT hr
= WINED3DERR_INVALIDCALL
;
282 if (Level
< This
->baseTexture
.levels
) {
283 hr
= IWineD3DSurface_LockRect(This
->surfaces
[Level
], pLockedRect
, pRect
, Flags
);
285 if (WINED3D_OK
== hr
) {
286 TRACE("(%p) Level (%d) success\n", This
, Level
);
288 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
294 static HRESULT WINAPI
IWineD3DTextureImpl_UnlockRect(IWineD3DTexture
*iface
, UINT Level
) {
295 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
296 HRESULT hr
= WINED3DERR_INVALIDCALL
;
298 if (Level
< This
->baseTexture
.levels
) {
299 hr
= IWineD3DSurface_UnlockRect(This
->surfaces
[Level
]);
301 if ( WINED3D_OK
== hr
) {
302 TRACE("(%p) Level (%d) success\n", This
, Level
);
304 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
309 static HRESULT WINAPI
IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture
*iface
, CONST RECT
* pDirtyRect
) {
310 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
311 This
->baseTexture
.dirty
= TRUE
;
312 TRACE("(%p) : dirtyfication of surface Level (0)\n", This
);
313 return IWineD3DSurface_AddDirtyRect(This
->surfaces
[0], pDirtyRect
);
316 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
=
319 IWineD3DTextureImpl_QueryInterface
,
320 IWineD3DTextureImpl_AddRef
,
321 IWineD3DTextureImpl_Release
,
322 /* IWineD3DResource */
323 IWineD3DTextureImpl_GetParent
,
324 IWineD3DTextureImpl_GetDevice
,
325 IWineD3DTextureImpl_SetPrivateData
,
326 IWineD3DTextureImpl_GetPrivateData
,
327 IWineD3DTextureImpl_FreePrivateData
,
328 IWineD3DTextureImpl_SetPriority
,
329 IWineD3DTextureImpl_GetPriority
,
330 IWineD3DTextureImpl_PreLoad
,
331 IWineD3DTextureImpl_GetType
,
332 /* IWineD3DBaseTexture */
333 IWineD3DTextureImpl_SetLOD
,
334 IWineD3DTextureImpl_GetLOD
,
335 IWineD3DTextureImpl_GetLevelCount
,
336 IWineD3DTextureImpl_SetAutoGenFilterType
,
337 IWineD3DTextureImpl_GetAutoGenFilterType
,
338 IWineD3DTextureImpl_GenerateMipSubLevels
,
339 IWineD3DTextureImpl_SetDirty
,
340 IWineD3DTextureImpl_GetDirty
,
341 IWineD3DTextureImpl_BindTexture
,
342 IWineD3DTextureImpl_UnBindTexture
,
343 IWineD3DTextureImpl_GetTextureDimensions
,
344 IWineD3DTextureImpl_ApplyStateChanges
,
345 /* IWineD3DTexture */
346 IWineD3DTextureImpl_GetLevelDesc
,
347 IWineD3DTextureImpl_GetSurfaceLevel
,
348 IWineD3DTextureImpl_LockRect
,
349 IWineD3DTextureImpl_UnlockRect
,
350 IWineD3DTextureImpl_AddDirtyRect