wine/dlls/d3d8/texture.c
Raphael Junqueira 0b5e9d9feb - some cleanups
- more cubetextures fixes (now d3d8 sdk cubemap sample work almost
  perfectly)
- add a new debug function "debug_d3dpool" and use it
- add a new param (the device) for the conversions functions (because
  we need to check caps to see how to convert)
- some crashes fixed in render to surface code with no stencil-depth
  surface
- a very simple cliplane fix
- a stupid palettes fix (stupid language)
- begin of anisotropic filter support
- begin of compressed textures support
- a very useful debug functions: IDirect3DSurface8Impl_SaveSnapshot to
  dump surfaces as png ;)
- many useful surfaces debug code (using SaveSnapshot)
2003-06-04 22:12:34 +00:00

271 lines
10 KiB
C

/*
* IDirect3DTexture8 implementation
*
* Copyright 2002 Jason Edmeades
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* IDirect3DTexture8 IUnknown parts follow: */
HRESULT WINAPI IDirect3DTexture8Impl_QueryInterface(LPDIRECT3DTEXTURE8 iface, REFIID riid, LPVOID *ppobj)
{
ICOM_THIS(IDirect3DTexture8Impl,iface);
TRACE("(%p) : QueryInterface for %s\n", This, debugstr_guid(riid));
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DTexture8)) {
IDirect3DTexture8Impl_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p) not found\n", This, debugstr_guid(riid), ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DTexture8Impl_AddRef(LPDIRECT3DTEXTURE8 iface) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
TRACE("(%p) : AddRef from %ld\n", This, This->ref);
return ++(This->ref);
}
ULONG WINAPI IDirect3DTexture8Impl_Release(LPDIRECT3DTEXTURE8 iface) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
ULONG ref = --This->ref;
int i;
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
if (ref == 0) {
for (i = 0; i < This->levels; i++) {
if (This->surfaces[i] != NULL) {
TRACE("(%p) : Releasing surface %p\n", This, This->surfaces[i]);
IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) This->surfaces[i]);
}
}
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DTexture8 IDirect3DResource8 Interface follow: */
HRESULT WINAPI IDirect3DTexture8Impl_GetDevice(LPDIRECT3DTEXTURE8 iface, IDirect3DDevice8** ppDevice) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
TRACE("(%p) : returning %p\n", This, This->Device);
*ppDevice = (LPDIRECT3DDEVICE8) This->Device;
/**
* Note Calling this method will increase the internal reference count
* on the IDirect3DDevice8 interface.
*/
IDirect3DDevice8Impl_AddRef(*ppDevice);
return D3D_OK;
}
HRESULT WINAPI IDirect3DTexture8Impl_SetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DTexture8Impl_GetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
HRESULT WINAPI IDirect3DTexture8Impl_FreePrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
FIXME("(%p) : stub\n", This); return D3D_OK;
}
DWORD WINAPI IDirect3DTexture8Impl_SetPriority(LPDIRECT3DTEXTURE8 iface, DWORD PriorityNew) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
FIXME("(%p) : stub\n", This);
return 0;
}
DWORD WINAPI IDirect3DTexture8Impl_GetPriority(LPDIRECT3DTEXTURE8 iface) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
FIXME("(%p) : stub\n", This);
return 0;
}
void WINAPI IDirect3DTexture8Impl_PreLoad(LPDIRECT3DTEXTURE8 iface) {
int i;
ICOM_THIS(IDirect3DTexture8Impl,iface);
TRACE("(%p) : About to load texture\n", This);
for (i = 0; i < This->levels; i++) {
if (i == 0 && This->surfaces[i]->textureName != 0 && This->Dirty == FALSE) {
glBindTexture(GL_TEXTURE_2D, This->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[i], i, This->surfaces[i]->textureName);
/* No need to walk through all mip-map levels, since already all assigned */
i = This->levels;
} else {
if (i == 0) {
if (This->surfaces[i]->textureName == 0) {
glGenTextures(1, &This->surfaces[i]->textureName);
checkGLcall("glGenTextures");
TRACE("Texture %p (level %d) given name %d\n", This->surfaces[i], i, This->surfaces[i]->textureName);
}
glBindTexture(GL_TEXTURE_2D, This->surfaces[i]->textureName);
checkGLcall("glBindTexture");
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels - 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels)");
}
IDirect3DSurface8Impl_LoadTexture((LPDIRECT3DSURFACE8) This->surfaces[i], GL_TEXTURE_2D, i);
#if 0
TRACE("Calling glTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, glFmt=%x, glType=%x, Mem=%p\n",
GL_TEXTURE_2D,
i,
D3DFmt2GLIntFmt(This->format),
This->surfaces[i]->myDesc.Width,
This->surfaces[i]->myDesc.Height,
0,
D3DFmt2GLFmt(This->format),
D3DFmt2GLType(This->format),
This->surfaces[i]->allocatedMemory);
glTexImage2D(GL_TEXTURE_2D,
i,
D3DFmt2GLIntFmt(This->format),
This->surfaces[i]->myDesc.Width,
This->surfaces[i]->myDesc.Height,
0,
D3DFmt2GLFmt(This->format),
D3DFmt2GLType(This->format),
This->surfaces[i]->allocatedMemory);
checkGLcall("glTexImage2D");
#endif
/* Removed glTexParameterf now TextureStageStates are initialized at startup */
This->Dirty = FALSE;
}
}
return ;
}
D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
TRACE("(%p) : is %d \n", This, This->ResourceType);
return This->ResourceType;
}
/* IDirect3DTexture8 IDirect3DBaseTexture8 Interface follow: */
DWORD WINAPI IDirect3DTexture8Impl_SetLOD(LPDIRECT3DTEXTURE8 iface, DWORD LODNew) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
FIXME("(%p) : stub\n", This);
return 0;
}
DWORD WINAPI IDirect3DTexture8Impl_GetLOD(LPDIRECT3DTEXTURE8 iface) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
FIXME("(%p) : stub\n", This);
return 0;
}
DWORD WINAPI IDirect3DTexture8Impl_GetLevelCount(LPDIRECT3DTEXTURE8 iface) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
TRACE("(%p) : returning %d\n", This, This->levels);
return This->levels;
}
/* IDirect3DTexture8 */
HRESULT WINAPI IDirect3DTexture8Impl_GetLevelDesc(LPDIRECT3DTEXTURE8 iface, UINT Level,D3DSURFACE_DESC* pDesc) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
if (Level < This->levels) {
TRACE("(%p) Level (%d)\n", This, Level);
return IDirect3DSurface8Impl_GetDesc((LPDIRECT3DSURFACE8) This->surfaces[Level], pDesc);
} else {
FIXME("Levels seems too high?!!\n");
return D3DERR_INVALIDCALL;
}
return D3D_OK;
}
HRESULT WINAPI IDirect3DTexture8Impl_GetSurfaceLevel(LPDIRECT3DTEXTURE8 iface, UINT Level,IDirect3DSurface8** ppSurfaceLevel) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
*ppSurfaceLevel = (LPDIRECT3DSURFACE8)This->surfaces[Level];
IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) This->surfaces[Level]);
TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
return D3D_OK;
}
HRESULT WINAPI IDirect3DTexture8Impl_LockRect(LPDIRECT3DTEXTURE8 iface, UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags) {
HRESULT hr;
ICOM_THIS(IDirect3DTexture8Impl,iface);
TRACE("(%p) Level (%d)\n", This, Level);
if (Level < This->levels) {
/**
* Not dirtified while Surfaces don't notify dirtification
* This->Dirty = TRUE;
*/
hr = IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) This->surfaces[Level], pLockedRect, pRect, Flags);
TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
} else {
FIXME("Levels seems too high?!!\n");
return D3DERR_INVALIDCALL;
}
return hr;
}
HRESULT WINAPI IDirect3DTexture8Impl_UnlockRect(LPDIRECT3DTEXTURE8 iface, UINT Level) {
HRESULT hr;
ICOM_THIS(IDirect3DTexture8Impl,iface);
TRACE("(%p) Level (%d)\n", This, Level);
if (Level < This->levels) {
hr = IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) This->surfaces[Level]);
TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
} else {
FIXME("Levels seems too high?!!\n");
return D3DERR_INVALIDCALL;
}
return hr;
}
HRESULT WINAPI IDirect3DTexture8Impl_AddDirtyRect(LPDIRECT3DTEXTURE8 iface, CONST RECT* pDirtyRect) {
ICOM_THIS(IDirect3DTexture8Impl,iface);
This->Dirty = TRUE;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
ICOM_VTABLE(IDirect3DTexture8) Direct3DTexture8_Vtbl =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
IDirect3DTexture8Impl_QueryInterface,
IDirect3DTexture8Impl_AddRef,
IDirect3DTexture8Impl_Release,
IDirect3DTexture8Impl_GetDevice,
IDirect3DTexture8Impl_SetPrivateData,
IDirect3DTexture8Impl_GetPrivateData,
IDirect3DTexture8Impl_FreePrivateData,
IDirect3DTexture8Impl_SetPriority,
IDirect3DTexture8Impl_GetPriority,
IDirect3DTexture8Impl_PreLoad,
IDirect3DTexture8Impl_GetType,
IDirect3DTexture8Impl_SetLOD,
IDirect3DTexture8Impl_GetLOD,
IDirect3DTexture8Impl_GetLevelCount,
IDirect3DTexture8Impl_GetLevelDesc,
IDirect3DTexture8Impl_GetSurfaceLevel,
IDirect3DTexture8Impl_LockRect,
IDirect3DTexture8Impl_UnlockRect,
IDirect3DTexture8Impl_AddDirtyRect
};