winex11.drv: Reset focus if application does not want to be activated.
[wine/multimedia.git] / dlls / wined3d / texture.c
blob238a7e47b201eea02f5bc6e6f31dcdf4c6c0af42
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 ENTER_GL();
113 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
114 LEAVE_GL();
115 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
116 srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
117 srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
118 This->baseTexture.is_srgb = srgb_mode;
121 IWineD3DTexture_BindTexture(iface);
122 ENTER_GL();
123 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
124 if (This->baseTexture.dirty) {
125 for (i = 0; i < This->baseTexture.levels; i++) {
126 if(setGlTextureDesc)
127 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
128 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
130 } else if (srgb_was_toggled) {
131 if (This->baseTexture.srgb_mode_change_count < 20)
132 ++This->baseTexture.srgb_mode_change_count;
133 else
134 FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
136 for (i = 0; i < This->baseTexture.levels; i++) {
137 IWineD3DSurfaceImpl_AddDirtyRect(This->surfaces[i], NULL);
138 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
139 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
141 } else {
142 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
144 LEAVE_GL();
146 /* No longer dirty */
147 This->baseTexture.dirty = FALSE;
149 return ;
152 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
153 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
156 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
157 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
160 /* ******************************************************
161 IWineD3DTexture IWineD3DBaseTexture parts follow
162 ****************************************************** */
163 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
164 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
167 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
168 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
171 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
172 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
175 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
176 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
179 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
180 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
183 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
184 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
187 /* Internal function, No d3d mapping */
188 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
189 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
192 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
193 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
196 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
197 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
198 TRACE("(%p) : relay to BaseTexture\n", This);
199 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
202 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
203 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
204 TRACE("(%p) : relay to BaseTexture\n", This);
205 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
208 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
209 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
210 TRACE("(%p)\n", This);
212 return GL_TEXTURE_2D;
215 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
216 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
217 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
218 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
219 float matrix[16];
220 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
222 /** non-power2 fixups using texture matrix **/
223 if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
224 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
225 if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU) &&
226 (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
227 glMatrixMode(GL_TEXTURE);
228 memset(matrix, 0 , sizeof(matrix));
229 matrix[0] = This->pow2scalingFactorX;
230 matrix[5] = This->pow2scalingFactorY;
231 #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 */
232 matrix[12] = -0.25f / (float)This->width;
233 matrix[13] = -0.75f / (float)This->height;
234 #endif
235 matrix[10] = 1;
236 matrix[15] = 1;
237 TRACE("(%p) Setup Matrix:\n", This);
238 TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
239 TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
240 TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
241 TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
242 TRACE("\n");
244 glMultMatrixf(matrix);
245 } else {
246 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
247 FIXME("Non-power2 texture being used with generated texture coords\n");
253 /* *******************************************
254 IWineD3DTexture IWineD3DTexture parts follow
255 ******************************************* */
256 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
257 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
258 int i;
260 TRACE("(%p) : Cleaning up\n",This);
261 for (i = 0; i < This->baseTexture.levels; i++) {
262 if (This->surfaces[i] != NULL) {
263 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
264 IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
265 IWineD3DSurface_SetContainer(This->surfaces[i], 0);
266 D3DCB_DestroySurface(This->surfaces[i]);
269 TRACE("(%p) : cleaning up base texture\n", This);
270 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
271 /* free the object */
272 HeapFree(GetProcessHeap(), 0, This);
275 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
276 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
278 if (Level < This->baseTexture.levels) {
279 TRACE("(%p) Level (%d)\n", This, Level);
280 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
282 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
283 return WINED3DERR_INVALIDCALL;
286 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
287 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
288 HRESULT hr = WINED3DERR_INVALIDCALL;
290 if (Level < This->baseTexture.levels) {
291 *ppSurfaceLevel = This->surfaces[Level];
292 IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
293 hr = WINED3D_OK;
294 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
296 if (WINED3D_OK != hr) {
297 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
298 *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
300 return hr;
303 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
304 CONST RECT *pRect, DWORD Flags) {
305 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
306 HRESULT hr = WINED3DERR_INVALIDCALL;
308 if (Level < This->baseTexture.levels) {
309 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
311 if (WINED3D_OK == hr) {
312 TRACE("(%p) Level (%d) success\n", This, Level);
313 } else {
314 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
317 return hr;
320 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
321 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
322 HRESULT hr = WINED3DERR_INVALIDCALL;
324 if (Level < This->baseTexture.levels) {
325 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
327 if ( WINED3D_OK == hr) {
328 TRACE("(%p) Level (%d) success\n", This, Level);
329 } else {
330 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
332 return hr;
335 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
336 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
337 This->baseTexture.dirty = TRUE;
338 TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
339 return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
342 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
344 /* IUnknown */
345 IWineD3DTextureImpl_QueryInterface,
346 IWineD3DTextureImpl_AddRef,
347 IWineD3DTextureImpl_Release,
348 /* IWineD3DResource */
349 IWineD3DTextureImpl_GetParent,
350 IWineD3DTextureImpl_GetDevice,
351 IWineD3DTextureImpl_SetPrivateData,
352 IWineD3DTextureImpl_GetPrivateData,
353 IWineD3DTextureImpl_FreePrivateData,
354 IWineD3DTextureImpl_SetPriority,
355 IWineD3DTextureImpl_GetPriority,
356 IWineD3DTextureImpl_PreLoad,
357 IWineD3DTextureImpl_GetType,
358 /* IWineD3DBaseTexture */
359 IWineD3DTextureImpl_SetLOD,
360 IWineD3DTextureImpl_GetLOD,
361 IWineD3DTextureImpl_GetLevelCount,
362 IWineD3DTextureImpl_SetAutoGenFilterType,
363 IWineD3DTextureImpl_GetAutoGenFilterType,
364 IWineD3DTextureImpl_GenerateMipSubLevels,
365 IWineD3DTextureImpl_SetDirty,
366 IWineD3DTextureImpl_GetDirty,
367 IWineD3DTextureImpl_BindTexture,
368 IWineD3DTextureImpl_UnBindTexture,
369 IWineD3DTextureImpl_GetTextureDimensions,
370 IWineD3DTextureImpl_ApplyStateChanges,
371 /* IWineD3DTexture */
372 IWineD3DTextureImpl_Destroy,
373 IWineD3DTextureImpl_GetLevelDesc,
374 IWineD3DTextureImpl_GetSurfaceLevel,
375 IWineD3DTextureImpl_LockRect,
376 IWineD3DTextureImpl_UnlockRect,
377 IWineD3DTextureImpl_AddDirtyRect