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 srgb_was_toggled
= FALSE
;
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
);
111 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB
) && This
->baseTexture
.bindCount
> 0) {
112 srgb_mode
= device
->stateBlock
->samplerState
[This
->baseTexture
.sampler
][WINED3DSAMP_SRGBTEXTURE
];
113 srgb_was_toggled
= This
->baseTexture
.is_srgb
!= srgb_mode
;
114 This
->baseTexture
.is_srgb
= srgb_mode
;
117 if (This
->resource
.format
== WINED3DFMT_P8
|| This
->resource
.format
== WINED3DFMT_A8P8
) {
118 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
119 if(palette9_changed((IWineD3DSurfaceImpl
*)This
->surfaces
[i
])) {
120 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
121 /* TODO: This is not necessarily needed with hw palettized texture support */
122 IWineD3DSurface_LoadLocation(This
->surfaces
[i
], SFLAG_INSYSMEM
, NULL
);
123 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
124 IWineD3DSurface_ModifyLocation(This
->surfaces
[i
], SFLAG_INTEXTURE
, FALSE
);
128 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
129 if (This
->baseTexture
.dirty
) {
130 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
131 IWineD3DSurface_LoadTexture(This
->surfaces
[i
], srgb_mode
);
133 } else if (srgb_was_toggled
) {
134 if (This
->baseTexture
.srgb_mode_change_count
< 20)
135 ++This
->baseTexture
.srgb_mode_change_count
;
137 FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This
);
139 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
140 surface_add_dirty_rect(This
->surfaces
[i
], NULL
);
141 surface_force_reload(This
->surfaces
[i
]);
142 IWineD3DSurface_LoadTexture(This
->surfaces
[i
], srgb_mode
);
145 TRACE("(%p) Texture not dirty, nothing to do\n" , iface
);
148 /* No longer dirty */
149 This
->baseTexture
.dirty
= FALSE
;
154 static void WINAPI
IWineD3DTextureImpl_UnLoad(IWineD3DTexture
*iface
) {
156 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
157 TRACE("(%p)\n", This
);
159 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
160 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
163 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
164 IWineD3DSurface_UnLoad(This
->surfaces
[i
]);
165 surface_set_texture_name(This
->surfaces
[i
], 0);
168 basetexture_unload((IWineD3DBaseTexture
*)iface
);
171 static WINED3DRESOURCETYPE WINAPI
IWineD3DTextureImpl_GetType(IWineD3DTexture
*iface
) {
172 return resource_get_type((IWineD3DResource
*)iface
);
175 static HRESULT WINAPI
IWineD3DTextureImpl_GetParent(IWineD3DTexture
*iface
, IUnknown
**pParent
) {
176 return resource_get_parent((IWineD3DResource
*)iface
, pParent
);
179 /* ******************************************************
180 IWineD3DTexture IWineD3DBaseTexture parts follow
181 ****************************************************** */
182 static DWORD WINAPI
IWineD3DTextureImpl_SetLOD(IWineD3DTexture
*iface
, DWORD LODNew
) {
183 return basetexture_set_lod((IWineD3DBaseTexture
*)iface
, LODNew
);
186 static DWORD WINAPI
IWineD3DTextureImpl_GetLOD(IWineD3DTexture
*iface
) {
187 return basetexture_get_lod((IWineD3DBaseTexture
*)iface
);
190 static DWORD WINAPI
IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture
*iface
) {
191 return basetexture_get_level_count((IWineD3DBaseTexture
*)iface
);
194 static HRESULT WINAPI
IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
195 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture
*)iface
, FilterType
);
198 static WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture
*iface
) {
199 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture
*)iface
);
202 static void WINAPI
IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture
*iface
) {
203 basetexture_generate_mipmaps((IWineD3DBaseTexture
*)iface
);
206 /* Internal function, No d3d mapping */
207 static BOOL WINAPI
IWineD3DTextureImpl_SetDirty(IWineD3DTexture
*iface
, BOOL dirty
) {
208 return basetexture_set_dirty((IWineD3DBaseTexture
*)iface
, dirty
);
211 static BOOL WINAPI
IWineD3DTextureImpl_GetDirty(IWineD3DTexture
*iface
) {
212 return basetexture_get_dirty((IWineD3DBaseTexture
*)iface
);
215 static HRESULT WINAPI
IWineD3DTextureImpl_BindTexture(IWineD3DTexture
*iface
) {
216 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
217 BOOL set_gl_texture_desc
= This
->baseTexture
.textureName
== 0;
220 TRACE("(%p) : relay to BaseTexture\n", This
);
222 hr
= basetexture_bind((IWineD3DBaseTexture
*)iface
);
223 if (set_gl_texture_desc
&& SUCCEEDED(hr
)) {
225 for (i
= 0; i
< This
->baseTexture
.levels
; ++i
) {
226 surface_set_texture_name(This
->surfaces
[i
], This
->baseTexture
.textureName
);
228 /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
229 * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
230 * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
231 * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
233 if(IWineD3DBaseTexture_IsCondNP2(iface
)) {
235 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
236 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
237 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
238 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
239 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
240 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
241 glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface
), GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
242 checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
244 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSU
] = WINED3DTADDRESS_CLAMP
;
245 This
->baseTexture
.states
[WINED3DTEXSTA_ADDRESSV
] = WINED3DTADDRESS_CLAMP
;
246 This
->baseTexture
.states
[WINED3DTEXSTA_MAGFILTER
] = WINED3DTEXF_POINT
;
247 This
->baseTexture
.states
[WINED3DTEXSTA_MINFILTER
] = WINED3DTEXF_POINT
;
248 This
->baseTexture
.states
[WINED3DTEXSTA_MIPFILTER
] = WINED3DTEXF_NONE
;
255 static UINT WINAPI
IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture
*iface
) {
256 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
257 TRACE("(%p)\n", This
);
262 static BOOL WINAPI
IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture
*iface
) {
263 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
264 TRACE("(%p)\n", This
);
266 return This
->cond_np2
;
269 static void WINAPI
IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture
*iface
,
270 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
271 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
272 TRACE("(%p) : relay to BaseTexture\n", iface
);
273 basetexture_apply_state_changes((IWineD3DBaseTexture
*)iface
, textureStates
, samplerStates
);
276 /* *******************************************
277 IWineD3DTexture IWineD3DTexture parts follow
278 ******************************************* */
279 static void WINAPI
IWineD3DTextureImpl_Destroy(IWineD3DTexture
*iface
, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface
) {
280 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
283 TRACE("(%p) : Cleaning up\n",This
);
284 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
285 if (This
->surfaces
[i
] != NULL
) {
286 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
287 surface_set_texture_name(This
->surfaces
[i
], 0);
288 surface_set_texture_target(This
->surfaces
[i
], 0);
289 IWineD3DSurface_SetContainer(This
->surfaces
[i
], 0);
290 D3DCB_DestroySurface(This
->surfaces
[i
]);
293 TRACE("(%p) : cleaning up base texture\n", This
);
294 basetexture_cleanup((IWineD3DBaseTexture
*)iface
);
295 /* free the object */
296 HeapFree(GetProcessHeap(), 0, This
);
299 static HRESULT WINAPI
IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture
*iface
, UINT Level
, WINED3DSURFACE_DESC
* pDesc
) {
300 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
302 if (Level
< This
->baseTexture
.levels
) {
303 TRACE("(%p) Level (%d)\n", This
, Level
);
304 return IWineD3DSurface_GetDesc(This
->surfaces
[Level
], pDesc
);
306 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
307 return WINED3DERR_INVALIDCALL
;
310 static HRESULT WINAPI
IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture
*iface
, UINT Level
, IWineD3DSurface
** ppSurfaceLevel
) {
311 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
312 HRESULT hr
= WINED3DERR_INVALIDCALL
;
314 if (Level
< This
->baseTexture
.levels
) {
315 *ppSurfaceLevel
= This
->surfaces
[Level
];
316 IWineD3DSurface_AddRef(This
->surfaces
[Level
]);
318 TRACE("(%p) : returning %p for level %d\n", This
, *ppSurfaceLevel
, Level
);
320 if (WINED3D_OK
!= hr
) {
321 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
322 *ppSurfaceLevel
= NULL
; /* Just to be on the safe side.. */
327 static HRESULT WINAPI
IWineD3DTextureImpl_LockRect(IWineD3DTexture
*iface
, UINT Level
, WINED3DLOCKED_RECT
*pLockedRect
,
328 CONST RECT
*pRect
, DWORD Flags
) {
329 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
330 HRESULT hr
= WINED3DERR_INVALIDCALL
;
332 if (Level
< This
->baseTexture
.levels
) {
333 hr
= IWineD3DSurface_LockRect(This
->surfaces
[Level
], pLockedRect
, pRect
, Flags
);
335 if (WINED3D_OK
== hr
) {
336 TRACE("(%p) Level (%d) success\n", This
, Level
);
338 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
344 static HRESULT WINAPI
IWineD3DTextureImpl_UnlockRect(IWineD3DTexture
*iface
, UINT Level
) {
345 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
346 HRESULT hr
= WINED3DERR_INVALIDCALL
;
348 if (Level
< This
->baseTexture
.levels
) {
349 hr
= IWineD3DSurface_UnlockRect(This
->surfaces
[Level
]);
351 if ( WINED3D_OK
== hr
) {
352 TRACE("(%p) Level (%d) success\n", This
, Level
);
354 WARN("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
359 static HRESULT WINAPI
IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture
*iface
, CONST RECT
* pDirtyRect
) {
360 IWineD3DTextureImpl
*This
= (IWineD3DTextureImpl
*)iface
;
361 This
->baseTexture
.dirty
= TRUE
;
362 TRACE("(%p) : dirtyfication of surface Level (0)\n", This
);
363 surface_add_dirty_rect(This
->surfaces
[0], pDirtyRect
);
368 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl
=
371 IWineD3DTextureImpl_QueryInterface
,
372 IWineD3DTextureImpl_AddRef
,
373 IWineD3DTextureImpl_Release
,
374 /* IWineD3DResource */
375 IWineD3DTextureImpl_GetParent
,
376 IWineD3DTextureImpl_GetDevice
,
377 IWineD3DTextureImpl_SetPrivateData
,
378 IWineD3DTextureImpl_GetPrivateData
,
379 IWineD3DTextureImpl_FreePrivateData
,
380 IWineD3DTextureImpl_SetPriority
,
381 IWineD3DTextureImpl_GetPriority
,
382 IWineD3DTextureImpl_PreLoad
,
383 IWineD3DTextureImpl_UnLoad
,
384 IWineD3DTextureImpl_GetType
,
385 /* IWineD3DBaseTexture */
386 IWineD3DTextureImpl_SetLOD
,
387 IWineD3DTextureImpl_GetLOD
,
388 IWineD3DTextureImpl_GetLevelCount
,
389 IWineD3DTextureImpl_SetAutoGenFilterType
,
390 IWineD3DTextureImpl_GetAutoGenFilterType
,
391 IWineD3DTextureImpl_GenerateMipSubLevels
,
392 IWineD3DTextureImpl_SetDirty
,
393 IWineD3DTextureImpl_GetDirty
,
394 IWineD3DTextureImpl_BindTexture
,
395 IWineD3DTextureImpl_GetTextureDimensions
,
396 IWineD3DTextureImpl_IsCondNP2
,
397 IWineD3DTextureImpl_ApplyStateChanges
,
398 /* IWineD3DTexture */
399 IWineD3DTextureImpl_Destroy
,
400 IWineD3DTextureImpl_GetLevelDesc
,
401 IWineD3DTextureImpl_GetSurfaceLevel
,
402 IWineD3DTextureImpl_LockRect
,
403 IWineD3DTextureImpl_UnlockRect
,
404 IWineD3DTextureImpl_AddDirtyRect