wined3d: Duplicate GL textures for srgb switching.
[wine/multimedia.git] / dlls / wined3d / texture.c
blob2ae6694608a505718b88f36b28d25a32563e1014
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 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 *dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
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);
113 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
114 for (i = 0; i < This->baseTexture.levels; i++) {
115 if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
116 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
117 /* TODO: This is not necessarily needed with hw palettized texture support */
118 IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
119 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
120 IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
124 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
125 if (*dirty) {
126 for (i = 0; i < This->baseTexture.levels; i++) {
127 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
129 } else {
130 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
133 /* No longer dirty */
134 *dirty = FALSE;
136 return ;
139 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
140 unsigned int i;
141 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
142 TRACE("(%p)\n", This);
144 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
145 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
146 * surface is fine
148 for (i = 0; i < This->baseTexture.levels; i++) {
149 IWineD3DSurface_UnLoad(This->surfaces[i]);
150 surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */
151 surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */
154 basetexture_unload((IWineD3DBaseTexture *)iface);
157 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
158 return resource_get_type((IWineD3DResource *)iface);
161 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
162 return resource_get_parent((IWineD3DResource *)iface, pParent);
165 /* ******************************************************
166 IWineD3DTexture IWineD3DBaseTexture parts follow
167 ****************************************************** */
168 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
169 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
172 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
173 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
176 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
177 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
180 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
181 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
184 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
185 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
188 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
189 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
192 /* Internal function, No d3d mapping */
193 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
194 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
197 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
198 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
201 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
202 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
203 BOOL set_gl_texture_desc;
204 HRESULT hr;
206 TRACE("(%p) : relay to BaseTexture\n", This);
208 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
209 if (set_gl_texture_desc && SUCCEEDED(hr)) {
210 UINT i;
211 for (i = 0; i < This->baseTexture.levels; ++i) {
212 if(This->baseTexture.is_srgb) {
213 surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE);
214 } else {
215 surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE);
218 /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
219 * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
220 * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
221 * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
223 if(IWineD3DBaseTexture_IsCondNP2(iface)) {
224 ENTER_GL();
225 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
226 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
227 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
228 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
229 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
230 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
231 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
232 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
233 LEAVE_GL();
234 This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
235 This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
236 This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
237 This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
238 This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
242 return hr;
245 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
246 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
247 TRACE("(%p)\n", This);
249 return This->target;
252 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
253 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
254 TRACE("(%p)\n", This);
256 return This->cond_np2;
259 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
260 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
261 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
262 TRACE("(%p) : relay to BaseTexture\n", iface);
263 basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
266 /* *******************************************
267 IWineD3DTexture IWineD3DTexture parts follow
268 ******************************************* */
269 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
270 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
271 int i;
273 TRACE("(%p) : Cleaning up\n",This);
274 for (i = 0; i < This->baseTexture.levels; i++) {
275 if (This->surfaces[i] != NULL) {
276 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
277 surface_set_texture_name(This->surfaces[i], 0, TRUE);
278 surface_set_texture_name(This->surfaces[i], 0, FALSE);
279 surface_set_texture_target(This->surfaces[i], 0);
280 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
281 D3DCB_DestroySurface(This->surfaces[i]);
284 TRACE("(%p) : cleaning up base texture\n", This);
285 basetexture_cleanup((IWineD3DBaseTexture *)iface);
286 /* free the object */
287 HeapFree(GetProcessHeap(), 0, This);
290 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
291 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
293 if (Level < This->baseTexture.levels) {
294 TRACE("(%p) Level (%d)\n", This, Level);
295 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
297 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
298 return WINED3DERR_INVALIDCALL;
301 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
302 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
303 HRESULT hr = WINED3DERR_INVALIDCALL;
305 if (Level < This->baseTexture.levels) {
306 *ppSurfaceLevel = This->surfaces[Level];
307 IWineD3DSurface_AddRef(This->surfaces[Level]);
308 hr = WINED3D_OK;
309 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
311 if (WINED3D_OK != hr) {
312 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
313 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
315 return hr;
318 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
319 CONST RECT *pRect, DWORD Flags) {
320 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
321 HRESULT hr = WINED3DERR_INVALIDCALL;
323 if (Level < This->baseTexture.levels) {
324 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
326 if (WINED3D_OK == hr) {
327 TRACE("(%p) Level (%d) success\n", This, Level);
328 } else {
329 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
332 return hr;
335 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
336 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
337 HRESULT hr = WINED3DERR_INVALIDCALL;
339 if (Level < This->baseTexture.levels) {
340 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
342 if ( WINED3D_OK == hr) {
343 TRACE("(%p) Level (%d) success\n", This, Level);
344 } else {
345 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
347 return hr;
350 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
351 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
352 This->baseTexture.dirty = TRUE;
353 This->baseTexture.srgbDirty = TRUE;
354 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
355 surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
357 return WINED3D_OK;
360 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
362 /* IUnknown */
363 IWineD3DTextureImpl_QueryInterface,
364 IWineD3DTextureImpl_AddRef,
365 IWineD3DTextureImpl_Release,
366 /* IWineD3DResource */
367 IWineD3DTextureImpl_GetParent,
368 IWineD3DTextureImpl_GetDevice,
369 IWineD3DTextureImpl_SetPrivateData,
370 IWineD3DTextureImpl_GetPrivateData,
371 IWineD3DTextureImpl_FreePrivateData,
372 IWineD3DTextureImpl_SetPriority,
373 IWineD3DTextureImpl_GetPriority,
374 IWineD3DTextureImpl_PreLoad,
375 IWineD3DTextureImpl_UnLoad,
376 IWineD3DTextureImpl_GetType,
377 /* IWineD3DBaseTexture */
378 IWineD3DTextureImpl_SetLOD,
379 IWineD3DTextureImpl_GetLOD,
380 IWineD3DTextureImpl_GetLevelCount,
381 IWineD3DTextureImpl_SetAutoGenFilterType,
382 IWineD3DTextureImpl_GetAutoGenFilterType,
383 IWineD3DTextureImpl_GenerateMipSubLevels,
384 IWineD3DTextureImpl_SetDirty,
385 IWineD3DTextureImpl_GetDirty,
386 IWineD3DTextureImpl_BindTexture,
387 IWineD3DTextureImpl_GetTextureDimensions,
388 IWineD3DTextureImpl_IsCondNP2,
389 IWineD3DTextureImpl_ApplyStateChanges,
390 /* IWineD3DTexture */
391 IWineD3DTextureImpl_Destroy,
392 IWineD3DTextureImpl_GetLevelDesc,
393 IWineD3DTextureImpl_GetSurfaceLevel,
394 IWineD3DTextureImpl_LockRect,
395 IWineD3DTextureImpl_UnlockRect,
396 IWineD3DTextureImpl_AddDirtyRect