winspool: Forward AddPrinterDriver to AddPrinterDriverEx.
[wine/multimedia.git] / dlls / wined3d / texture.c
blob48f8c8cb15d83b1531650ecc45941d6e29dd24a2
1 /*
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
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->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);
42 *ppobj = This;
43 return WINED3D_OK;
45 *ppobj = NULL;
46 return E_NOINTERFACE;
49 static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
50 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
51 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
52 return InterlockedIncrement(&This->resource.ref);
55 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
56 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
57 ULONG ref;
58 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
59 ref = InterlockedDecrement(&This->resource.ref);
60 if (ref == 0) {
61 IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
63 return ref;
67 /* ****************************************************
68 IWineD3DTexture IWineD3DResource parts follow
69 **************************************************** */
70 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
71 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
74 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
75 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
78 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
79 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
82 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
83 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
86 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
87 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
90 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
91 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
94 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
96 /* Override the IWineD3DResource PreLoad method */
97 unsigned int i;
98 BOOL setGlTextureDesc = FALSE;
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 (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
108 if(!device->isInDraw) {
109 /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
110 * recursive calls
112 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
113 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
114 srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
115 srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
116 This->baseTexture.is_srgb = srgb_mode;
119 IWineD3DTexture_BindTexture(iface);
120 ENTER_GL();
121 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
122 if (This->baseTexture.dirty) {
123 for (i = 0; i < This->baseTexture.levels; i++) {
124 if(setGlTextureDesc)
125 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
126 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
128 } else if (srgb_was_toggled) {
129 if (This->baseTexture.srgb_mode_change_count < 20)
130 ++This->baseTexture.srgb_mode_change_count;
131 else
132 FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
134 for (i = 0; i < This->baseTexture.levels; i++) {
135 IWineD3DSurfaceImpl_AddDirtyRect(This->surfaces[i], NULL);
136 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
137 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
139 } else {
140 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
142 LEAVE_GL();
144 /* No longer dirty */
145 This->baseTexture.dirty = FALSE;
147 return ;
150 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
151 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
154 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
155 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
158 /* ******************************************************
159 IWineD3DTexture IWineD3DBaseTexture parts follow
160 ****************************************************** */
161 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
162 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
165 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
166 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
169 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
170 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
173 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
174 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
177 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
178 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
181 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
182 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
185 /* Internal function, No d3d mapping */
186 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
187 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
190 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
191 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
194 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
195 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
196 TRACE("(%p) : relay to BaseTexture\n", This);
197 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
200 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
201 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
202 TRACE("(%p) : relay to BaseTexture\n", This);
203 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
206 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
207 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
208 TRACE("(%p)\n", This);
210 return GL_TEXTURE_2D;
213 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
214 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
215 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
216 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
217 float matrix[16];
218 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
220 /** non-power2 fixups using texture matrix **/
221 if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
222 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
223 if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU) &&
224 (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
225 glMatrixMode(GL_TEXTURE);
226 memset(matrix, 0 , sizeof(matrix));
227 matrix[0] = This->pow2scalingFactorX;
228 matrix[5] = This->pow2scalingFactorY;
229 #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 */
230 matrix[12] = -0.25f / (float)This->width;
231 matrix[13] = -0.75f / (float)This->height;
232 #endif
233 matrix[10] = 1;
234 matrix[15] = 1;
235 TRACE("(%p) Setup Matrix:\n", This);
236 TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
237 TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
238 TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
239 TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
240 TRACE("\n");
242 glMultMatrixf(matrix);
243 } else {
244 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
245 FIXME("Non-power2 texture being used with generated texture coords\n");
251 /* *******************************************
252 IWineD3DTexture IWineD3DTexture parts follow
253 ******************************************* */
254 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
255 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
256 int i;
258 TRACE("(%p) : Cleaning up\n",This);
259 for (i = 0; i < This->baseTexture.levels; i++) {
260 if (This->surfaces[i] != NULL) {
261 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
262 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
263 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
264 D3DCB_DestroySurface(This->surfaces[i]);
267 TRACE("(%p) : cleaning up base texture\n", This);
268 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
269 /* free the object */
270 HeapFree(GetProcessHeap(), 0, This);
273 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
274 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
276 if (Level < This->baseTexture.levels) {
277 TRACE("(%p) Level (%d)\n", This, Level);
278 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
280 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
281 return WINED3DERR_INVALIDCALL;
284 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
285 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
286 HRESULT hr = WINED3DERR_INVALIDCALL;
288 if (Level < This->baseTexture.levels) {
289 *ppSurfaceLevel = This->surfaces[Level];
290 IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
291 hr = WINED3D_OK;
292 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
294 if (WINED3D_OK != hr) {
295 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
296 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
298 return hr;
301 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
302 CONST RECT *pRect, DWORD Flags) {
303 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
304 HRESULT hr = WINED3DERR_INVALIDCALL;
306 if (Level < This->baseTexture.levels) {
307 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
309 if (WINED3D_OK == hr) {
310 TRACE("(%p) Level (%d) success\n", This, Level);
311 } else {
312 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
315 return hr;
318 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
319 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
320 HRESULT hr = WINED3DERR_INVALIDCALL;
322 if (Level < This->baseTexture.levels) {
323 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
325 if ( WINED3D_OK == hr) {
326 TRACE("(%p) Level (%d) success\n", This, Level);
327 } else {
328 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
330 return hr;
333 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
334 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
335 This->baseTexture.dirty = TRUE;
336 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
337 return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
340 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
342 /* IUnknown */
343 IWineD3DTextureImpl_QueryInterface,
344 IWineD3DTextureImpl_AddRef,
345 IWineD3DTextureImpl_Release,
346 /* IWineD3DResource */
347 IWineD3DTextureImpl_GetParent,
348 IWineD3DTextureImpl_GetDevice,
349 IWineD3DTextureImpl_SetPrivateData,
350 IWineD3DTextureImpl_GetPrivateData,
351 IWineD3DTextureImpl_FreePrivateData,
352 IWineD3DTextureImpl_SetPriority,
353 IWineD3DTextureImpl_GetPriority,
354 IWineD3DTextureImpl_PreLoad,
355 IWineD3DTextureImpl_GetType,
356 /* IWineD3DBaseTexture */
357 IWineD3DTextureImpl_SetLOD,
358 IWineD3DTextureImpl_GetLOD,
359 IWineD3DTextureImpl_GetLevelCount,
360 IWineD3DTextureImpl_SetAutoGenFilterType,
361 IWineD3DTextureImpl_GetAutoGenFilterType,
362 IWineD3DTextureImpl_GenerateMipSubLevels,
363 IWineD3DTextureImpl_SetDirty,
364 IWineD3DTextureImpl_GetDirty,
365 IWineD3DTextureImpl_BindTexture,
366 IWineD3DTextureImpl_UnBindTexture,
367 IWineD3DTextureImpl_GetTextureDimensions,
368 IWineD3DTextureImpl_ApplyStateChanges,
369 /* IWineD3DTexture */
370 IWineD3DTextureImpl_Destroy,
371 IWineD3DTextureImpl_GetLevelDesc,
372 IWineD3DTextureImpl_GetSurfaceLevel,
373 IWineD3DTextureImpl_LockRect,
374 IWineD3DTextureImpl_UnlockRect,
375 IWineD3DTextureImpl_AddDirtyRect