- sync d3d8, d3d9 with wine
[reactos.git] / reactos / dll / directx / wine / wined3d / texture.c
1 /*
2 * IWineD3DTexture implementation
3 *
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
8 *
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.
13 *
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.
18 *
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
22 */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29
30 /* *******************************************
31 IWineD3DTexture IUnknown parts follow
32 ******************************************* */
33 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
34 {
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;
45 }
46 *ppobj = NULL;
47 return E_NOINTERFACE;
48 }
49
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);
54 }
55
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);
63 }
64 return ref;
65 }
66
67
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);
73 }
74
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);
77 }
78
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);
81 }
82
83 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
84 return resource_free_private_data((IWineD3DResource *)iface, refguid);
85 }
86
87 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
88 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
89 }
90
91 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
92 return resource_get_priority((IWineD3DResource *)iface);
93 }
94
95 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
96
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 srgb_was_toggled = FALSE;
103
104 TRACE("(%p) : About to load texture\n", This);
105
106 if(!device->isInDraw) {
107 /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
108 * recursive calls
109 */
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;
115 }
116
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);
125 }
126 }
127 }
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);
132 }
133 } else if (srgb_was_toggled) {
134 if (This->baseTexture.srgb_mode_change_count < 20)
135 ++This->baseTexture.srgb_mode_change_count;
136 else
137 FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
138
139 for (i = 0; i < This->baseTexture.levels; i++) {
140 IWineD3DSurface_AddDirtyRect(This->surfaces[i], NULL);
141 surface_force_reload(This->surfaces[i]);
142 IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
143 }
144 } else {
145 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
146 }
147
148 /* No longer dirty */
149 This->baseTexture.dirty = FALSE;
150
151 return ;
152 }
153
154 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
155 unsigned int i;
156 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
157 TRACE("(%p)\n", This);
158
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
161 * surface is fine
162 */
163 for (i = 0; i < This->baseTexture.levels; i++) {
164 IWineD3DSurface_UnLoad(This->surfaces[i]);
165 surface_set_texture_name(This->surfaces[i], 0);
166 }
167
168 basetexture_unload((IWineD3DBaseTexture *)iface);
169 }
170
171 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
172 return resource_get_type((IWineD3DResource *)iface);
173 }
174
175 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
176 return resource_get_parent((IWineD3DResource *)iface, pParent);
177 }
178
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);
184 }
185
186 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
187 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
188 }
189
190 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
191 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
192 }
193
194 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
195 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
196 }
197
198 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
199 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
200 }
201
202 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
203 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
204 }
205
206 /* Internal function, No d3d mapping */
207 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
208 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
209 }
210
211 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
212 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
213 }
214
215 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
216 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
217 BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
218 HRESULT hr;
219
220 TRACE("(%p) : relay to BaseTexture\n", This);
221
222 hr = basetexture_bind((IWineD3DBaseTexture *)iface);
223 if (set_gl_texture_desc && SUCCEEDED(hr)) {
224 UINT i;
225 for (i = 0; i < This->baseTexture.levels; ++i) {
226 surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName);
227 }
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.
232 */
233 if(IWineD3DBaseTexture_IsCondNP2(iface)) {
234 ENTER_GL();
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)");
243 LEAVE_GL();
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;
249 }
250 }
251
252 return hr;
253 }
254
255 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
256 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
257 TRACE("(%p)\n", This);
258
259 return This->target;
260 }
261
262 static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
263 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
264 TRACE("(%p)\n", This);
265
266 return This->cond_np2;
267 }
268
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);
274 }
275
276 /* *******************************************
277 IWineD3DTexture IWineD3DTexture parts follow
278 ******************************************* */
279 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
280 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
281 int i;
282
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]);
291 }
292 }
293 TRACE("(%p) : cleaning up base texture\n", This);
294 basetexture_cleanup((IWineD3DBaseTexture *)iface);
295 /* free the object */
296 HeapFree(GetProcessHeap(), 0, This);
297 }
298
299 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
300 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
301
302 if (Level < This->baseTexture.levels) {
303 TRACE("(%p) Level (%d)\n", This, Level);
304 return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
305 }
306 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
307 return WINED3DERR_INVALIDCALL;
308 }
309
310 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
311 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
312 HRESULT hr = WINED3DERR_INVALIDCALL;
313
314 if (Level < This->baseTexture.levels) {
315 *ppSurfaceLevel = This->surfaces[Level];
316 IWineD3DSurface_AddRef(This->surfaces[Level]);
317 hr = WINED3D_OK;
318 TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
319 }
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.. */
323 }
324 return hr;
325 }
326
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;
331
332 if (Level < This->baseTexture.levels) {
333 hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
334 }
335 if (WINED3D_OK == hr) {
336 TRACE("(%p) Level (%d) success\n", This, Level);
337 } else {
338 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
339 }
340
341 return hr;
342 }
343
344 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
345 IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
346 HRESULT hr = WINED3DERR_INVALIDCALL;
347
348 if (Level < This->baseTexture.levels) {
349 hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
350 }
351 if ( WINED3D_OK == hr) {
352 TRACE("(%p) Level (%d) success\n", This, Level);
353 } else {
354 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
355 }
356 return hr;
357 }
358
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 return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
364 }
365
366 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
367 {
368 /* IUnknown */
369 IWineD3DTextureImpl_QueryInterface,
370 IWineD3DTextureImpl_AddRef,
371 IWineD3DTextureImpl_Release,
372 /* IWineD3DResource */
373 IWineD3DTextureImpl_GetParent,
374 IWineD3DTextureImpl_GetDevice,
375 IWineD3DTextureImpl_SetPrivateData,
376 IWineD3DTextureImpl_GetPrivateData,
377 IWineD3DTextureImpl_FreePrivateData,
378 IWineD3DTextureImpl_SetPriority,
379 IWineD3DTextureImpl_GetPriority,
380 IWineD3DTextureImpl_PreLoad,
381 IWineD3DTextureImpl_UnLoad,
382 IWineD3DTextureImpl_GetType,
383 /* IWineD3DBaseTexture */
384 IWineD3DTextureImpl_SetLOD,
385 IWineD3DTextureImpl_GetLOD,
386 IWineD3DTextureImpl_GetLevelCount,
387 IWineD3DTextureImpl_SetAutoGenFilterType,
388 IWineD3DTextureImpl_GetAutoGenFilterType,
389 IWineD3DTextureImpl_GenerateMipSubLevels,
390 IWineD3DTextureImpl_SetDirty,
391 IWineD3DTextureImpl_GetDirty,
392 IWineD3DTextureImpl_BindTexture,
393 IWineD3DTextureImpl_GetTextureDimensions,
394 IWineD3DTextureImpl_IsCondNP2,
395 IWineD3DTextureImpl_ApplyStateChanges,
396 /* IWineD3DTexture */
397 IWineD3DTextureImpl_Destroy,
398 IWineD3DTextureImpl_GetLevelDesc,
399 IWineD3DTextureImpl_GetSurfaceLevel,
400 IWineD3DTextureImpl_LockRect,
401 IWineD3DTextureImpl_UnlockRect,
402 IWineD3DTextureImpl_AddDirtyRect
403 };