mirror of
https://github.com/reactos/wine.git
synced 2024-12-12 22:05:55 +00:00
e37c6e18d0
headers (with help from Dimitrie O. Paun).
916 lines
33 KiB
C
916 lines
33 KiB
C
/* Direct3D Texture
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* Copyright (c) 1998 Lionel ULMER
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*
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* This file contains the implementation of interface Direct3DTexture2.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include <stdarg.h>
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#include <string.h>
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#define NONAMELESSUNION
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#define NONAMELESSSTRUCT
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#include "windef.h"
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#include "winbase.h"
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#include "winerror.h"
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#include "objbase.h"
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#include "wingdi.h"
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#include "ddraw.h"
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#include "d3d.h"
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#include "wine/debug.h"
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#include "mesa_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
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WINE_DECLARE_DEBUG_CHANNEL(ddraw_tex);
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#include <stdio.h>
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static void
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snoop_texture(IDirectDrawSurfaceImpl *This) {
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IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
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char buf[128];
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FILE *f;
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TRACE_(ddraw_tex)("Dumping surface id (%5d) level (%2d) : \n", glThis->tex_name, This->mipmap_level);
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DDRAW_dump_surface_desc(&(This->surface_desc));
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sprintf(buf, "tex_%05d_%02d.pnm", glThis->tex_name, This->mipmap_level);
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f = fopen(buf, "wb");
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DDRAW_dump_surface_to_disk(This, f);
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}
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static IDirectDrawSurfaceImpl *
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get_sub_mimaplevel(IDirectDrawSurfaceImpl *tex_ptr)
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{
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/* Now go down the mipmap chain to the next surface */
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static const DDSCAPS2 mipmap_caps = { DDSCAPS_MIPMAP | DDSCAPS_TEXTURE, 0, 0, 0 };
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LPDIRECTDRAWSURFACE7 next_level;
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IDirectDrawSurfaceImpl *surf_ptr;
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HRESULT hr;
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hr = IDirectDrawSurface7_GetAttachedSurface(ICOM_INTERFACE(tex_ptr, IDirectDrawSurface7),
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(DDSCAPS2 *) &mipmap_caps, &next_level);
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if (FAILED(hr)) return NULL;
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surf_ptr = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, next_level);
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IDirectDrawSurface7_Release(next_level);
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return surf_ptr;
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}
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/*******************************************************************************
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* IDirectSurface callback methods
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*/
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HRESULT
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gltex_download_texture(IDirectDrawSurfaceImpl *surf_ptr) {
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IDirect3DTextureGLImpl *gl_surf_ptr = (IDirect3DTextureGLImpl *) surf_ptr->tex_private;
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FIXME("This is not supported yet... Expect some graphical glitches !!!\n");
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/* GL and memory are in sync again ...
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No need to change the 'global' flag as it only handles the 'MEMORY_DIRTY' case.
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*/
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gl_surf_ptr->dirty_flag = SURFACE_MEMORY;
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return DD_OK;
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}
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static GLenum
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convert_min_filter_to_GL(D3DTEXTUREMINFILTER dwMinState, D3DTEXTUREMIPFILTER dwMipState)
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{
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GLenum gl_state;
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if (dwMipState == D3DTFP_NONE) {
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switch (dwMinState) {
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case D3DTFN_POINT: gl_state = GL_NEAREST; break;
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case D3DTFN_LINEAR: gl_state = GL_LINEAR; break;
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default: gl_state = GL_LINEAR; break;
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}
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} else if (dwMipState == D3DTFP_POINT) {
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switch (dwMinState) {
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case D3DTFN_POINT: gl_state = GL_NEAREST_MIPMAP_NEAREST; break;
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case D3DTFN_LINEAR: gl_state = GL_LINEAR_MIPMAP_NEAREST; break;
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default: gl_state = GL_LINEAR_MIPMAP_NEAREST; break;
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}
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} else {
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switch (dwMinState) {
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case D3DTFN_POINT: gl_state = GL_NEAREST_MIPMAP_LINEAR; break;
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case D3DTFN_LINEAR: gl_state = GL_LINEAR_MIPMAP_LINEAR; break;
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default: gl_state = GL_LINEAR_MIPMAP_LINEAR; break;
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}
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}
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return gl_state;
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}
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static GLenum
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convert_mag_filter_to_GL(D3DTEXTUREMAGFILTER dwState)
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{
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GLenum gl_state;
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switch (dwState) {
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case D3DTFG_POINT:
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gl_state = GL_NEAREST;
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break;
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case D3DTFG_LINEAR:
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gl_state = GL_LINEAR;
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break;
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default:
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gl_state = GL_LINEAR;
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break;
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}
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return gl_state;
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}
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static GLenum
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convert_tex_address_to_GL(D3DTEXTUREADDRESS dwState)
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{
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GLenum gl_state;
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switch (dwState) {
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case D3DTADDRESS_WRAP: gl_state = GL_REPEAT; break;
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case D3DTADDRESS_CLAMP: gl_state = GL_CLAMP; break;
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case D3DTADDRESS_BORDER: gl_state = GL_CLAMP_TO_EDGE; break;
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case D3DTADDRESS_MIRROR:
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if (GL_extensions.mirrored_repeat == TRUE) {
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gl_state = GL_MIRRORED_REPEAT_WINE;
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} else {
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gl_state = GL_REPEAT;
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/* This is a TRACE instead of a FIXME as the FIXME was already printed when the game
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actually set D3DTADDRESS_MIRROR.
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*/
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TRACE(" setting GL_REPEAT instead of GL_MIRRORED_REPEAT.\n");
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}
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break;
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default: gl_state = GL_REPEAT; break;
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}
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return gl_state;
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}
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HRESULT
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gltex_upload_texture(IDirectDrawSurfaceImpl *surf_ptr, IDirect3DDeviceImpl *d3ddev, DWORD stage) {
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IDirect3DTextureGLImpl *gl_surf_ptr = (IDirect3DTextureGLImpl *) surf_ptr->tex_private;
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IDirect3DDeviceGLImpl *gl_d3ddev = (IDirect3DDeviceGLImpl *) d3ddev;
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BOOLEAN changed = FALSE;
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GLenum unit = GL_TEXTURE0_WINE + stage;
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if (surf_ptr->mipmap_level != 0) {
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WARN(" application activating a sub-level of the mipmapping chain (level %d) !\n", surf_ptr->mipmap_level);
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}
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/* Now check if the texture parameters for this texture are still in-line with what D3D expect
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us to do..
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NOTE: there is no check for the situation where the same texture is bound to multiple stage
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but with different parameters per stage.
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*/
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if ((gl_surf_ptr->tex_parameters == NULL) ||
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(gl_surf_ptr->tex_parameters[D3DTSS_MAXMIPLEVEL - D3DTSS_ADDRESSU] !=
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d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAXMIPLEVEL - 1])) {
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DWORD max_mip_level;
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if ((surf_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP) == 0) {
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max_mip_level = 0;
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} else {
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max_mip_level = surf_ptr->surface_desc.u2.dwMipMapCount - 1;
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if (d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAXMIPLEVEL - 1] != 0) {
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if (max_mip_level >= d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAXMIPLEVEL - 1]) {
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max_mip_level = d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAXMIPLEVEL - 1] - 1;
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}
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}
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}
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if (unit != gl_d3ddev->current_active_tex_unit) {
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GL_extensions.glActiveTexture(unit);
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gl_d3ddev->current_active_tex_unit = unit;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, max_mip_level);
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changed = TRUE;
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}
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if ((gl_surf_ptr->tex_parameters == NULL) ||
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(gl_surf_ptr->tex_parameters[D3DTSS_MAGFILTER - D3DTSS_ADDRESSU] !=
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d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAGFILTER - 1])) {
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if (unit != gl_d3ddev->current_active_tex_unit) {
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GL_extensions.glActiveTexture(unit);
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gl_d3ddev->current_active_tex_unit = unit;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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convert_mag_filter_to_GL(d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAGFILTER - 1]));
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changed = TRUE;
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}
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if ((gl_surf_ptr->tex_parameters == NULL) ||
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(gl_surf_ptr->tex_parameters[D3DTSS_MINFILTER - D3DTSS_ADDRESSU] !=
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d3ddev->state_block.texture_stage_state[stage][D3DTSS_MINFILTER - 1]) ||
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(gl_surf_ptr->tex_parameters[D3DTSS_MIPFILTER - D3DTSS_ADDRESSU] !=
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d3ddev->state_block.texture_stage_state[stage][D3DTSS_MIPFILTER - 1])) {
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if (unit != gl_d3ddev->current_active_tex_unit) {
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GL_extensions.glActiveTexture(unit);
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gl_d3ddev->current_active_tex_unit = unit;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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convert_min_filter_to_GL(d3ddev->state_block.texture_stage_state[stage][D3DTSS_MINFILTER - 1],
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d3ddev->state_block.texture_stage_state[stage][D3DTSS_MIPFILTER - 1]));
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changed = TRUE;
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}
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if ((gl_surf_ptr->tex_parameters == NULL) ||
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(gl_surf_ptr->tex_parameters[D3DTSS_ADDRESSU - D3DTSS_ADDRESSU] !=
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d3ddev->state_block.texture_stage_state[stage][D3DTSS_ADDRESSU - 1])) {
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if (unit != gl_d3ddev->current_active_tex_unit) {
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GL_extensions.glActiveTexture(unit);
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gl_d3ddev->current_active_tex_unit = unit;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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convert_tex_address_to_GL(d3ddev->state_block.texture_stage_state[stage][D3DTSS_ADDRESSU - 1]));
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changed = TRUE;
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}
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if ((gl_surf_ptr->tex_parameters == NULL) ||
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(gl_surf_ptr->tex_parameters[D3DTSS_ADDRESSV - D3DTSS_ADDRESSU] !=
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d3ddev->state_block.texture_stage_state[stage][D3DTSS_ADDRESSV - 1])) {
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if (unit != gl_d3ddev->current_active_tex_unit) {
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GL_extensions.glActiveTexture(unit);
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gl_d3ddev->current_active_tex_unit = unit;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
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convert_tex_address_to_GL(d3ddev->state_block.texture_stage_state[stage][D3DTSS_ADDRESSV - 1]));
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changed = TRUE;
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}
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if ((gl_surf_ptr->tex_parameters == NULL) ||
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(gl_surf_ptr->tex_parameters[D3DTSS_BORDERCOLOR - D3DTSS_ADDRESSU] !=
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d3ddev->state_block.texture_stage_state[stage][D3DTSS_BORDERCOLOR - 1])) {
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GLfloat color[4];
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color[0] = ((d3ddev->state_block.texture_stage_state[stage][D3DTSS_BORDERCOLOR - 1] >> 16) & 0xFF) / 255.0;
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color[1] = ((d3ddev->state_block.texture_stage_state[stage][D3DTSS_BORDERCOLOR - 1] >> 8) & 0xFF) / 255.0;
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color[2] = ((d3ddev->state_block.texture_stage_state[stage][D3DTSS_BORDERCOLOR - 1] >> 0) & 0xFF) / 255.0;
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color[3] = ((d3ddev->state_block.texture_stage_state[stage][D3DTSS_BORDERCOLOR - 1] >> 24) & 0xFF) / 255.0;
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if (unit != gl_d3ddev->current_active_tex_unit) {
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GL_extensions.glActiveTexture(unit);
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gl_d3ddev->current_active_tex_unit = unit;
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}
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
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changed = TRUE;
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}
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if (changed == TRUE) {
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if (gl_surf_ptr->tex_parameters == NULL) {
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gl_surf_ptr->tex_parameters = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(DWORD) * (D3DTSS_MAXMIPLEVEL + 1 - D3DTSS_ADDRESSU));
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}
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memcpy(gl_surf_ptr->tex_parameters, &(d3ddev->state_block.texture_stage_state[stage][D3DTSS_ADDRESSU - 1]),
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sizeof(DWORD) * (D3DTSS_MAXMIPLEVEL + 1 - D3DTSS_ADDRESSU));
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}
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if (*(gl_surf_ptr->global_dirty_flag) != SURFACE_MEMORY_DIRTY) {
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TRACE(" nothing to do - memory copy and GL state in synch for all texture levels.\n");
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return DD_OK;
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}
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while (surf_ptr != NULL) {
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IDirect3DTextureGLImpl *gl_surf_ptr = (IDirect3DTextureGLImpl *) surf_ptr->tex_private;
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if (gl_surf_ptr->dirty_flag != SURFACE_MEMORY_DIRTY) {
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TRACE(" - level %d already uploaded.\n", surf_ptr->mipmap_level);
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} else {
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TRACE(" - uploading texture level %d (initial done = %d).\n",
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surf_ptr->mipmap_level, gl_surf_ptr->initial_upload_done);
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/* Texture snooping for the curious :-) */
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if (TRACE_ON(ddraw_tex)) {
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snoop_texture(surf_ptr);
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}
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if (unit != gl_d3ddev->current_active_tex_unit) {
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GL_extensions.glActiveTexture(unit);
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gl_d3ddev->current_active_tex_unit = unit;
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}
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if (upload_surface_to_tex_memory_init(surf_ptr, surf_ptr->mipmap_level, &(gl_surf_ptr->current_internal_format),
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gl_surf_ptr->initial_upload_done == FALSE, TRUE, 0, 0) == DD_OK) {
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upload_surface_to_tex_memory(NULL, 0, 0, &(gl_surf_ptr->surface_ptr));
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upload_surface_to_tex_memory_release();
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gl_surf_ptr->dirty_flag = SURFACE_MEMORY;
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gl_surf_ptr->initial_upload_done = TRUE;
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} else {
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ERR("Problem for upload of texture %d (level = %d / initial done = %d).\n",
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gl_surf_ptr->tex_name, surf_ptr->mipmap_level, gl_surf_ptr->initial_upload_done);
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}
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}
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if (surf_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP) {
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surf_ptr = get_sub_mimaplevel(surf_ptr);
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} else {
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surf_ptr = NULL;
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}
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}
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*(gl_surf_ptr->global_dirty_flag) = SURFACE_MEMORY;
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return DD_OK;
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}
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HRESULT WINAPI
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Main_IDirect3DTextureImpl_1_Initialize(LPDIRECT3DTEXTURE iface,
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LPDIRECT3DDEVICE lpDirect3DDevice,
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LPDIRECTDRAWSURFACE lpDDSurface)
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{
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ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture, iface);
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FIXME("(%p/%p)->(%p,%p) no-op...\n", This, iface, lpDirect3DDevice, lpDDSurface);
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return DD_OK;
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}
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static HRESULT
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gltex_setcolorkey_cb(IDirectDrawSurfaceImpl *This, DWORD dwFlags, LPDDCOLORKEY ckey )
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{
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IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
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if (glThis->dirty_flag == SURFACE_GL) {
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GLuint cur_tex;
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TRACE(" flushing GL texture back to memory.\n");
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ENTER_GL();
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &cur_tex);
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glBindTexture(GL_TEXTURE_2D, glThis->tex_name);
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gltex_download_texture(This);
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glBindTexture(GL_TEXTURE_2D, cur_tex);
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LEAVE_GL();
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}
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glThis->dirty_flag = SURFACE_MEMORY_DIRTY;
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*(glThis->global_dirty_flag) = SURFACE_MEMORY_DIRTY;
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/* TODO: check color-keying on mipmapped surfaces... */
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return DD_OK;
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}
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HRESULT
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gltex_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
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LPDIRECTDRAWSURFACE7 src, LPRECT rsrc,
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DWORD dwFlags, LPDDBLTFX lpbltfx)
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{
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if (src != NULL) {
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IDirectDrawSurfaceImpl *src_ptr = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
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if (src_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_3DDEVICE) {
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FIXME("Blt from framebuffer to texture - unsupported now, please report !\n");
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}
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}
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return DDERR_INVALIDPARAMS;
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}
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HRESULT
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gltex_bltfast(IDirectDrawSurfaceImpl *surf_ptr, DWORD dstx,
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DWORD dsty, LPDIRECTDRAWSURFACE7 src,
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LPRECT rsrc, DWORD trans)
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{
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if (src != NULL) {
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IDirectDrawSurfaceImpl *src_ptr = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
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if ((src_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_3DDEVICE) &&
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((trans & (DDBLTFAST_SRCCOLORKEY | DDBLTFAST_DESTCOLORKEY)) == 0)) {
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/* This is a blt without color keying... We can use the direct copy. */
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RECT rsrc2;
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DWORD width, height;
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GLuint cur_tex;
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IDirect3DTextureGLImpl *gl_surf_ptr = surf_ptr->tex_private;
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int y;
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if (rsrc == NULL) {
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WARN("rsrc is NULL\n");
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rsrc = &rsrc2;
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rsrc->left = 0;
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rsrc->top = 0;
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rsrc->right = src_ptr->surface_desc.dwWidth;
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rsrc->bottom = src_ptr->surface_desc.dwHeight;
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}
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width = rsrc->right - rsrc->left;
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height = rsrc->bottom - rsrc->top;
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if (((dstx + width) > surf_ptr->surface_desc.dwWidth) ||
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((dsty + height) > surf_ptr->surface_desc.dwHeight)) {
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FIXME("Does not handle clipping yet in FB => Texture blits !\n");
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return DDERR_INVALIDPARAMS;
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}
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if ((width == 0) || (height == 0)) {
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return DD_OK;
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}
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TRACE(" direct frame buffer => texture BltFast override.\n");
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ENTER_GL();
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|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &cur_tex);
|
|
glBindTexture(GL_TEXTURE_2D, gl_surf_ptr->tex_name);
|
|
|
|
if ((gl_surf_ptr->dirty_flag == SURFACE_MEMORY_DIRTY) &&
|
|
!((dstx == 0) && (dsty == 0) &&
|
|
(width == surf_ptr->surface_desc.dwWidth) && (height == surf_ptr->surface_desc.dwHeight))) {
|
|
/* If not 'full size' and the surface is dirty, first flush it to GL before doing the copy. */
|
|
if (upload_surface_to_tex_memory_init(surf_ptr, surf_ptr->mipmap_level, &(gl_surf_ptr->current_internal_format),
|
|
gl_surf_ptr->initial_upload_done == FALSE, TRUE, 0, 0) == DD_OK) {
|
|
upload_surface_to_tex_memory(NULL, 0, 0, &(gl_surf_ptr->surface_ptr));
|
|
upload_surface_to_tex_memory_release();
|
|
gl_surf_ptr->dirty_flag = SURFACE_MEMORY;
|
|
gl_surf_ptr->initial_upload_done = TRUE;
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, cur_tex);
|
|
LEAVE_GL();
|
|
ERR("Error at texture upload !\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
}
|
|
|
|
/* This is a hack and would need some clean-up :-) */
|
|
if (gl_surf_ptr->initial_upload_done == FALSE) {
|
|
if (upload_surface_to_tex_memory_init(surf_ptr, surf_ptr->mipmap_level, &(gl_surf_ptr->current_internal_format),
|
|
TRUE, TRUE, 0, 0) == DD_OK) {
|
|
upload_surface_to_tex_memory(NULL, 0, 0, &(gl_surf_ptr->surface_ptr));
|
|
upload_surface_to_tex_memory_release();
|
|
gl_surf_ptr->dirty_flag = SURFACE_MEMORY;
|
|
gl_surf_ptr->initial_upload_done = TRUE;
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, cur_tex);
|
|
LEAVE_GL();
|
|
ERR("Error at texture upload (initial case) !\n");
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
}
|
|
|
|
if ((src_ptr->surface_desc.ddsCaps.dwCaps & (DDSCAPS_FRONTBUFFER|DDSCAPS_PRIMARYSURFACE)) != 0)
|
|
glReadBuffer(GL_FRONT);
|
|
else if ((src_ptr->surface_desc.ddsCaps.dwCaps & (DDSCAPS_BACKBUFFER)) == (DDSCAPS_BACKBUFFER))
|
|
glReadBuffer(GL_BACK);
|
|
else {
|
|
ERR("Wrong surface type for locking !\n");
|
|
glBindTexture(GL_TEXTURE_2D, cur_tex);
|
|
LEAVE_GL();
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
for (y = (src_ptr->surface_desc.dwHeight - rsrc->top - 1);
|
|
y >= (src_ptr->surface_desc.dwHeight - (rsrc->top + height));
|
|
y--) {
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, surf_ptr->mipmap_level,
|
|
dstx, dsty,
|
|
rsrc->left, y,
|
|
width, 1);
|
|
dsty++;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, cur_tex);
|
|
LEAVE_GL();
|
|
|
|
/* The SURFACE_GL case is not handled by the 'global' dirty flag */
|
|
gl_surf_ptr->dirty_flag = SURFACE_GL;
|
|
|
|
return DD_OK;
|
|
}
|
|
}
|
|
return DDERR_INVALIDPARAMS;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
Main_IDirect3DTextureImpl_2_1T_PaletteChanged(LPDIRECT3DTEXTURE2 iface,
|
|
DWORD dwStart,
|
|
DWORD dwCount)
|
|
{
|
|
ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture2, iface);
|
|
FIXME("(%p/%p)->(%08lx,%08lx): stub!\n", This, iface, dwStart, dwCount);
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
Main_IDirect3DTextureImpl_1_Unload(LPDIRECT3DTEXTURE iface)
|
|
{
|
|
ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture, iface);
|
|
FIXME("(%p/%p)->(): stub!\n", This, iface);
|
|
return DD_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
Main_IDirect3DTextureImpl_2_1T_GetHandle(LPDIRECT3DTEXTURE2 iface,
|
|
LPDIRECT3DDEVICE2 lpDirect3DDevice2,
|
|
LPD3DTEXTUREHANDLE lpHandle)
|
|
{
|
|
ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture2, iface);
|
|
IDirect3DDeviceImpl *lpDeviceImpl = ICOM_OBJECT(IDirect3DDeviceImpl, IDirect3DDevice2, lpDirect3DDevice2);
|
|
|
|
TRACE("(%p/%p)->(%p,%p)\n", This, iface, lpDirect3DDevice2, lpHandle);
|
|
|
|
/* The handle is simply the pointer to the implementation structure */
|
|
*lpHandle = (D3DTEXTUREHANDLE) This;
|
|
|
|
TRACE(" returning handle %08lx.\n", *lpHandle);
|
|
|
|
/* Now set the device for this texture */
|
|
This->d3ddevice = lpDeviceImpl;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
Main_IDirect3DTextureImpl_2_1T_Load(LPDIRECT3DTEXTURE2 iface,
|
|
LPDIRECT3DTEXTURE2 lpD3DTexture2)
|
|
{
|
|
ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture2, iface);
|
|
FIXME("(%p/%p)->(%p): stub!\n", This, iface, lpD3DTexture2);
|
|
return DD_OK;
|
|
}
|
|
|
|
static void gltex_set_palette(IDirectDrawSurfaceImpl* This, IDirectDrawPaletteImpl* pal)
|
|
{
|
|
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
|
|
|
|
if (glThis->dirty_flag == SURFACE_GL) {
|
|
GLuint cur_tex;
|
|
|
|
TRACE(" flushing GL texture back to memory.\n");
|
|
|
|
ENTER_GL();
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &cur_tex);
|
|
glBindTexture(GL_TEXTURE_2D, glThis->tex_name);
|
|
gltex_download_texture(This);
|
|
glBindTexture(GL_TEXTURE_2D, cur_tex);
|
|
LEAVE_GL();
|
|
}
|
|
|
|
/* First call the previous set_palette function */
|
|
glThis->set_palette(This, pal);
|
|
|
|
/* And set the dirty flag */
|
|
glThis->dirty_flag = SURFACE_MEMORY_DIRTY;
|
|
*(glThis->global_dirty_flag) = SURFACE_MEMORY_DIRTY;
|
|
|
|
/* TODO: check palette on mipmapped surfaces...
|
|
TODO: do we need to re-upload in case of usage of the paletted texture extension ? */
|
|
}
|
|
|
|
static void
|
|
gltex_final_release(IDirectDrawSurfaceImpl *This)
|
|
{
|
|
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
|
|
DWORD mem_used;
|
|
int i;
|
|
|
|
TRACE(" deleting texture with GL id %d.\n", glThis->tex_name);
|
|
|
|
/* And delete texture handle */
|
|
ENTER_GL();
|
|
if (glThis->tex_name != 0)
|
|
glDeleteTextures(1, &(glThis->tex_name));
|
|
LEAVE_GL();
|
|
|
|
if (glThis->surface_ptr != NULL)
|
|
HeapFree(GetProcessHeap(), 0, glThis->surface_ptr);
|
|
|
|
/* And if this texture was the current one, remove it at the device level */
|
|
if (This->d3ddevice != NULL)
|
|
for (i = 0; i < MAX_TEXTURES; i++)
|
|
if (This->d3ddevice->current_texture[i] == This)
|
|
This->d3ddevice->current_texture[i] = NULL;
|
|
|
|
/* All this should be part of main surface management not just a hack for texture.. */
|
|
if (glThis->loaded) {
|
|
mem_used = This->surface_desc.dwHeight *
|
|
This->surface_desc.u1.lPitch;
|
|
This->ddraw_owner->free_memory(This->ddraw_owner, mem_used);
|
|
}
|
|
|
|
glThis->final_release(This);
|
|
}
|
|
|
|
static void
|
|
gltex_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, DWORD dwFlags)
|
|
{
|
|
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
|
|
|
|
glThis->lock_update(This, pRect, dwFlags);
|
|
}
|
|
|
|
static void
|
|
gltex_unlock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect)
|
|
{
|
|
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
|
|
|
|
glThis->unlock_update(This, pRect);
|
|
|
|
/* Set the dirty flag according to the lock type */
|
|
if ((This->lastlocktype & DDLOCK_READONLY) == 0) {
|
|
glThis->dirty_flag = SURFACE_MEMORY_DIRTY;
|
|
*(glThis->global_dirty_flag) = SURFACE_MEMORY_DIRTY;
|
|
}
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
GL_IDirect3DTextureImpl_2_1T_Load(LPDIRECT3DTEXTURE2 iface,
|
|
LPDIRECT3DTEXTURE2 lpD3DTexture2)
|
|
{
|
|
ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture2, iface);
|
|
IDirectDrawSurfaceImpl *src_ptr = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirect3DTexture2, lpD3DTexture2);
|
|
IDirectDrawSurfaceImpl *dst_ptr = This;
|
|
HRESULT ret_value = D3D_OK;
|
|
|
|
TRACE("(%p/%p)->(%p)\n", This, iface, lpD3DTexture2);
|
|
|
|
if (((src_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP) != (dst_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP)) ||
|
|
(src_ptr->surface_desc.u2.dwMipMapCount != dst_ptr->surface_desc.u2.dwMipMapCount)) {
|
|
ERR("Trying to load surfaces with different mip-map counts !\n");
|
|
}
|
|
|
|
/* Now loop through all mipmap levels and load all of them... */
|
|
while (1) {
|
|
IDirect3DTextureGLImpl *gl_dst_ptr = (IDirect3DTextureGLImpl *) dst_ptr->tex_private;
|
|
DDSURFACEDESC *src_d, *dst_d;
|
|
|
|
if (gl_dst_ptr != NULL) {
|
|
if (gl_dst_ptr->loaded == FALSE) {
|
|
/* Only check memory for not already loaded texture... */
|
|
DWORD mem_used = dst_ptr->surface_desc.dwHeight * dst_ptr->surface_desc.u1.lPitch;
|
|
if (This->ddraw_owner->allocate_memory(This->ddraw_owner, mem_used) < 0) {
|
|
TRACE(" out of virtual memory... Warning application.\n");
|
|
return D3DERR_TEXTURE_LOAD_FAILED;
|
|
}
|
|
}
|
|
gl_dst_ptr->loaded = TRUE;
|
|
}
|
|
|
|
TRACE(" copying surface %p to surface %p (mipmap level %d)\n", src_ptr, dst_ptr, src_ptr->mipmap_level);
|
|
|
|
if ( dst_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_ALLOCONLOAD )
|
|
/* If the surface is not allocated and its location is not yet specified,
|
|
force it to video memory */
|
|
if ( !(dst_ptr->surface_desc.ddsCaps.dwCaps & (DDSCAPS_SYSTEMMEMORY|DDSCAPS_VIDEOMEMORY)) )
|
|
dst_ptr->surface_desc.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY;
|
|
|
|
/* Suppress the ALLOCONLOAD flag */
|
|
dst_ptr->surface_desc.ddsCaps.dwCaps &= ~DDSCAPS_ALLOCONLOAD;
|
|
|
|
/* After seeing some logs, not sure at all about this... */
|
|
if (dst_ptr->palette == NULL) {
|
|
dst_ptr->palette = src_ptr->palette;
|
|
if (src_ptr->palette != NULL) IDirectDrawPalette_AddRef(ICOM_INTERFACE(src_ptr->palette, IDirectDrawPalette));
|
|
} else {
|
|
if (src_ptr->palette != NULL) {
|
|
PALETTEENTRY palent[256];
|
|
IDirectDrawPalette_GetEntries(ICOM_INTERFACE(src_ptr->palette, IDirectDrawPalette),
|
|
0, 0, 256, palent);
|
|
IDirectDrawPalette_SetEntries(ICOM_INTERFACE(dst_ptr->palette, IDirectDrawPalette),
|
|
0, 0, 256, palent);
|
|
}
|
|
}
|
|
|
|
/* Copy one surface on the other */
|
|
dst_d = (DDSURFACEDESC *)&(dst_ptr->surface_desc);
|
|
src_d = (DDSURFACEDESC *)&(src_ptr->surface_desc);
|
|
|
|
if ((src_d->dwWidth != dst_d->dwWidth) || (src_d->dwHeight != dst_d->dwHeight)) {
|
|
/* Should also check for same pixel format, u1.lPitch, ... */
|
|
ERR("Error in surface sizes\n");
|
|
return D3DERR_TEXTURE_LOAD_FAILED;
|
|
} else {
|
|
/* LPDIRECT3DDEVICE2 d3dd = (LPDIRECT3DDEVICE2) This->D3Ddevice; */
|
|
/* I should put a macro for the calculus of bpp */
|
|
|
|
/* Copy also the ColorKeying stuff */
|
|
if (src_d->dwFlags & DDSD_CKSRCBLT) {
|
|
dst_d->dwFlags |= DDSD_CKSRCBLT;
|
|
dst_d->ddckCKSrcBlt.dwColorSpaceLowValue = src_d->ddckCKSrcBlt.dwColorSpaceLowValue;
|
|
dst_d->ddckCKSrcBlt.dwColorSpaceHighValue = src_d->ddckCKSrcBlt.dwColorSpaceHighValue;
|
|
}
|
|
|
|
/* Copy the main memory texture into the surface that corresponds to the OpenGL
|
|
texture object. */
|
|
memcpy(dst_d->lpSurface, src_d->lpSurface, src_d->u1.lPitch * src_d->dwHeight);
|
|
|
|
if (gl_dst_ptr != NULL) {
|
|
/* If the GetHandle was not done, it is an error... */
|
|
if (gl_dst_ptr->tex_name == 0) ERR("Unbound GL texture !!!\n");
|
|
|
|
/* Set this texture as dirty */
|
|
gl_dst_ptr->dirty_flag = SURFACE_MEMORY_DIRTY;
|
|
*(gl_dst_ptr->global_dirty_flag) = SURFACE_MEMORY_DIRTY;
|
|
}
|
|
}
|
|
|
|
if (src_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP) {
|
|
src_ptr = get_sub_mimaplevel(src_ptr);
|
|
} else {
|
|
src_ptr = NULL;
|
|
}
|
|
if (dst_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP) {
|
|
dst_ptr = get_sub_mimaplevel(dst_ptr);
|
|
} else {
|
|
dst_ptr = NULL;
|
|
}
|
|
|
|
if ((src_ptr == NULL) || (dst_ptr == NULL)) {
|
|
if (src_ptr != dst_ptr) {
|
|
ERR(" Loading surface with different mipmap structure !!!\n");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return ret_value;
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
Thunk_IDirect3DTextureImpl_2_QueryInterface(LPDIRECT3DTEXTURE2 iface,
|
|
REFIID riid,
|
|
LPVOID* obp)
|
|
{
|
|
TRACE("(%p)->(%s,%p) thunking to IDirectDrawSurface7 interface.\n", iface, debugstr_guid(riid), obp);
|
|
return IDirectDrawSurface7_QueryInterface(COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture2, IDirectDrawSurface7, iface),
|
|
riid,
|
|
obp);
|
|
}
|
|
|
|
ULONG WINAPI
|
|
Thunk_IDirect3DTextureImpl_2_AddRef(LPDIRECT3DTEXTURE2 iface)
|
|
{
|
|
TRACE("(%p)->() thunking to IDirectDrawSurface7 interface.\n", iface);
|
|
return IDirectDrawSurface7_AddRef(COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture2, IDirectDrawSurface7, iface));
|
|
}
|
|
|
|
ULONG WINAPI
|
|
Thunk_IDirect3DTextureImpl_2_Release(LPDIRECT3DTEXTURE2 iface)
|
|
{
|
|
TRACE("(%p)->() thunking to IDirectDrawSurface7 interface.\n", iface);
|
|
return IDirectDrawSurface7_Release(COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture2, IDirectDrawSurface7, iface));
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
Thunk_IDirect3DTextureImpl_1_QueryInterface(LPDIRECT3DTEXTURE iface,
|
|
REFIID riid,
|
|
LPVOID* obp)
|
|
{
|
|
TRACE("(%p)->(%s,%p) thunking to IDirectDrawSurface7 interface.\n", iface, debugstr_guid(riid), obp);
|
|
return IDirectDrawSurface7_QueryInterface(COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture, IDirectDrawSurface7, iface),
|
|
riid,
|
|
obp);
|
|
}
|
|
|
|
ULONG WINAPI
|
|
Thunk_IDirect3DTextureImpl_1_AddRef(LPDIRECT3DTEXTURE iface)
|
|
{
|
|
TRACE("(%p)->() thunking to IDirectDrawSurface7 interface.\n", iface);
|
|
return IDirectDrawSurface7_AddRef(COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture, IDirectDrawSurface7, iface));
|
|
}
|
|
|
|
ULONG WINAPI
|
|
Thunk_IDirect3DTextureImpl_1_Release(LPDIRECT3DTEXTURE iface)
|
|
{
|
|
TRACE("(%p)->() thunking to IDirectDrawSurface7 interface.\n", iface);
|
|
return IDirectDrawSurface7_Release(COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture, IDirectDrawSurface7, iface));
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
Thunk_IDirect3DTextureImpl_1_PaletteChanged(LPDIRECT3DTEXTURE iface,
|
|
DWORD dwStart,
|
|
DWORD dwCount)
|
|
{
|
|
TRACE("(%p)->(%08lx,%08lx) thunking to IDirect3DTexture2 interface.\n", iface, dwStart, dwCount);
|
|
return IDirect3DTexture2_PaletteChanged(COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture, IDirect3DTexture2, iface),
|
|
dwStart,
|
|
dwCount);
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
Thunk_IDirect3DTextureImpl_1_GetHandle(LPDIRECT3DTEXTURE iface,
|
|
LPDIRECT3DDEVICE lpDirect3DDevice,
|
|
LPD3DTEXTUREHANDLE lpHandle)
|
|
{
|
|
TRACE("(%p)->(%p,%p) thunking to IDirect3DTexture2 interface.\n", iface, lpDirect3DDevice, lpHandle);
|
|
return IDirect3DTexture2_GetHandle(COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture, IDirect3DTexture2, iface),
|
|
COM_INTERFACE_CAST(IDirect3DDeviceImpl, IDirect3DDevice, IDirect3DDevice2, lpDirect3DDevice),
|
|
lpHandle);
|
|
}
|
|
|
|
HRESULT WINAPI
|
|
Thunk_IDirect3DTextureImpl_1_Load(LPDIRECT3DTEXTURE iface,
|
|
LPDIRECT3DTEXTURE lpD3DTexture)
|
|
{
|
|
TRACE("(%p)->(%p) thunking to IDirect3DTexture2 interface.\n", iface, lpD3DTexture);
|
|
return IDirect3DTexture2_Load(COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture, IDirect3DTexture2, iface),
|
|
COM_INTERFACE_CAST(IDirectDrawSurfaceImpl, IDirect3DTexture, IDirect3DTexture2, lpD3DTexture));
|
|
}
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
# define XCAST(fun) (typeof(VTABLE_IDirect3DTexture2.fun))
|
|
#else
|
|
# define XCAST(fun) (void*)
|
|
#endif
|
|
|
|
ICOM_VTABLE(IDirect3DTexture2) VTABLE_IDirect3DTexture2 =
|
|
{
|
|
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
|
|
XCAST(QueryInterface) Thunk_IDirect3DTextureImpl_2_QueryInterface,
|
|
XCAST(AddRef) Thunk_IDirect3DTextureImpl_2_AddRef,
|
|
XCAST(Release) Thunk_IDirect3DTextureImpl_2_Release,
|
|
XCAST(GetHandle) Main_IDirect3DTextureImpl_2_1T_GetHandle,
|
|
XCAST(PaletteChanged) Main_IDirect3DTextureImpl_2_1T_PaletteChanged,
|
|
XCAST(Load) GL_IDirect3DTextureImpl_2_1T_Load,
|
|
};
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
#undef XCAST
|
|
#endif
|
|
|
|
|
|
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
|
|
# define XCAST(fun) (typeof(VTABLE_IDirect3DTexture.fun))
|
|
#else
|
|
# define XCAST(fun) (void*)
|
|
#endif
|
|
|
|
ICOM_VTABLE(IDirect3DTexture) VTABLE_IDirect3DTexture =
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{
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ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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XCAST(QueryInterface) Thunk_IDirect3DTextureImpl_1_QueryInterface,
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XCAST(AddRef) Thunk_IDirect3DTextureImpl_1_AddRef,
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XCAST(Release) Thunk_IDirect3DTextureImpl_1_Release,
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XCAST(Initialize) Main_IDirect3DTextureImpl_1_Initialize,
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XCAST(GetHandle) Thunk_IDirect3DTextureImpl_1_GetHandle,
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XCAST(PaletteChanged) Thunk_IDirect3DTextureImpl_1_PaletteChanged,
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XCAST(Load) Thunk_IDirect3DTextureImpl_1_Load,
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XCAST(Unload) Main_IDirect3DTextureImpl_1_Unload,
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};
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#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
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#undef XCAST
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#endif
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HRESULT d3dtexture_create(IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surf, BOOLEAN at_creation,
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IDirectDrawSurfaceImpl *main)
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{
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/* First, initialize the texture vtables... */
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ICOM_INIT_INTERFACE(surf, IDirect3DTexture, VTABLE_IDirect3DTexture);
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ICOM_INIT_INTERFACE(surf, IDirect3DTexture2, VTABLE_IDirect3DTexture2);
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/* Only create all the private stuff if we actually have an OpenGL context.. */
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if (d3d->current_device != NULL) {
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IDirect3DTextureGLImpl *private;
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private = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTextureGLImpl));
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if (private == NULL) return DDERR_OUTOFMEMORY;
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private->final_release = surf->final_release;
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private->lock_update = surf->lock_update;
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private->unlock_update = surf->unlock_update;
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private->set_palette = surf->set_palette;
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/* If at creation, we can optimize stuff and wait the first 'unlock' to upload a valid stuff to OpenGL.
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Otherwise, it will be uploaded here (and may be invalid). */
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surf->final_release = gltex_final_release;
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surf->lock_update = gltex_lock_update;
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surf->unlock_update = gltex_unlock_update;
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surf->tex_private = private;
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surf->aux_setcolorkey_cb = gltex_setcolorkey_cb;
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surf->set_palette = gltex_set_palette;
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/* We are the only one to use the aux_blt and aux_bltfast overides, so no need
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to save those... */
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surf->aux_blt = gltex_blt;
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surf->aux_bltfast = gltex_bltfast;
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TRACE(" GL texture created for surface %p (private data at %p)\n", surf, private);
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ENTER_GL();
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if (surf->mipmap_level == 0) {
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glGenTextures(1, &(private->tex_name));
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if (private->tex_name == 0) ERR("Error at creation of OpenGL texture ID !\n");
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TRACE(" GL texture id is : %d.\n", private->tex_name);
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private->__global_dirty_flag = (at_creation == FALSE ? SURFACE_MEMORY_DIRTY : SURFACE_MEMORY);
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private->global_dirty_flag = &(private->__global_dirty_flag);
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} else {
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private->tex_name = ((IDirect3DTextureGLImpl *) (main->tex_private))->tex_name;
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TRACE(" GL texture id reusing id %d from surface %p (private at %p)).\n", private->tex_name, main, main->tex_private);
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private->global_dirty_flag = &(((IDirect3DTextureGLImpl *) (main->tex_private))->__global_dirty_flag);
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}
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LEAVE_GL();
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/* And set the dirty flag accordingly */
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private->dirty_flag = (at_creation == FALSE ? SURFACE_MEMORY_DIRTY : SURFACE_MEMORY);
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private->initial_upload_done = FALSE;
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}
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return D3D_OK;
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}
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