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
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
);
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
;
59 TRACE("(%p) : Releasing from %d\n", This
, This
->resource
.ref
);
60 ref
= InterlockedDecrement(&This
->resource
.ref
);
62 IWineD3DTexture_Destroy(iface
, D3DCB_DefaultDestroySurface
);
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 */
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
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 */
126 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
127 IWineD3DSurface_LoadTexture(This
->surfaces
[i
], srgb_mode
);
130 TRACE("(%p) Texture not dirty, nothing to do\n" , iface
);
133 /* No longer dirty */
139 static void WINAPI
IWineD3DTextureImpl_UnLoad(IWineD3DTexture
*iface
) {
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
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
;
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
)) {
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
);
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
)) {
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)");
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
;
245 static UINT WINAPI
IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture
*iface
) {
246 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
247 TRACE("(%p)\n", This
);
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
;
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
]);
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.. */
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
);
329 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
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
);
345 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
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
);
360 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
=
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