wine/dlls/ddraw/texture.c
Alexandre Julliard 49b7fdcfc0 Removed the broken mmap64 configure check, and moved the
_FILE_OFFSET_BITS define to wine/port.h. Made sure that all files that
need the define include it.
2005-08-03 21:25:10 +00:00

940 lines
34 KiB
C

/* Direct3D Texture
* Copyright (c) 1998 Lionel ULMER
*
* This file contains the implementation of interface Direct3DTexture2.
*
* 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 "wine/port.h"
#include <stdarg.h>
#include <string.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#include "windef.h"
#include "winbase.h"
#include "winerror.h"
#include "objbase.h"
#include "wingdi.h"
#include "ddraw.h"
#include "d3d.h"
#include "wine/debug.h"
#include "opengl_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
WINE_DECLARE_DEBUG_CHANNEL(ddraw_tex);
#include <stdio.h>
static void
snoop_texture(IDirectDrawSurfaceImpl *This) {
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
char buf[128];
FILE *f;
TRACE_(ddraw_tex)("Dumping surface id (%5d) level (%2d) : \n", glThis->tex_name, This->mipmap_level);
DDRAW_dump_surface_desc(&(This->surface_desc));
sprintf(buf, "tex_%05d_%02d.pnm", glThis->tex_name, This->mipmap_level);
f = fopen(buf, "wb");
DDRAW_dump_surface_to_disk(This, f, 1);
}
static IDirectDrawSurfaceImpl *
get_sub_mimaplevel(IDirectDrawSurfaceImpl *tex_ptr)
{
/* Now go down the mipmap chain to the next surface */
static const DDSCAPS2 mipmap_caps = { DDSCAPS_MIPMAP | DDSCAPS_TEXTURE, 0, 0, 0 };
LPDIRECTDRAWSURFACE7 next_level;
IDirectDrawSurfaceImpl *surf_ptr;
HRESULT hr;
hr = IDirectDrawSurface7_GetAttachedSurface(ICOM_INTERFACE(tex_ptr, IDirectDrawSurface7),
(DDSCAPS2 *) &mipmap_caps, &next_level);
if (FAILED(hr)) return NULL;
surf_ptr = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, next_level);
IDirectDrawSurface7_Release(next_level);
return surf_ptr;
}
/*******************************************************************************
* IDirectSurface callback methods
*/
HRESULT
gltex_download_texture(IDirectDrawSurfaceImpl *surf_ptr) {
IDirect3DTextureGLImpl *gl_surf_ptr = (IDirect3DTextureGLImpl *) surf_ptr->tex_private;
FIXME("This is not supported yet... Expect some graphical glitches !!!\n");
/* GL and memory are in sync again ...
No need to change the 'global' flag as it only handles the 'MEMORY_DIRTY' case.
*/
gl_surf_ptr->dirty_flag = SURFACE_MEMORY;
return DD_OK;
}
static GLenum
convert_min_filter_to_GL(D3DTEXTUREMINFILTER dwMinState, D3DTEXTUREMIPFILTER dwMipState)
{
GLenum gl_state;
if (dwMipState == D3DTFP_NONE) {
switch (dwMinState) {
case D3DTFN_POINT: gl_state = GL_NEAREST; break;
case D3DTFN_LINEAR: gl_state = GL_LINEAR; break;
default: gl_state = GL_LINEAR; break;
}
} else if (dwMipState == D3DTFP_POINT) {
switch (dwMinState) {
case D3DTFN_POINT: gl_state = GL_NEAREST_MIPMAP_NEAREST; break;
case D3DTFN_LINEAR: gl_state = GL_LINEAR_MIPMAP_NEAREST; break;
default: gl_state = GL_LINEAR_MIPMAP_NEAREST; break;
}
} else {
switch (dwMinState) {
case D3DTFN_POINT: gl_state = GL_NEAREST_MIPMAP_LINEAR; break;
case D3DTFN_LINEAR: gl_state = GL_LINEAR_MIPMAP_LINEAR; break;
default: gl_state = GL_LINEAR_MIPMAP_LINEAR; break;
}
}
return gl_state;
}
static GLenum
convert_mag_filter_to_GL(D3DTEXTUREMAGFILTER dwState)
{
GLenum gl_state;
switch (dwState) {
case D3DTFG_POINT:
gl_state = GL_NEAREST;
break;
case D3DTFG_LINEAR:
gl_state = GL_LINEAR;
break;
default:
gl_state = GL_LINEAR;
break;
}
return gl_state;
}
static GLenum
convert_tex_address_to_GL(D3DTEXTUREADDRESS dwState)
{
GLenum gl_state;
switch (dwState) {
case D3DTADDRESS_WRAP: gl_state = GL_REPEAT; break;
case D3DTADDRESS_CLAMP: gl_state = GL_CLAMP; break;
case D3DTADDRESS_BORDER: gl_state = GL_CLAMP_TO_EDGE; break;
case D3DTADDRESS_MIRROR:
if (GL_extensions.mirrored_repeat) {
gl_state = GL_MIRRORED_REPEAT_WINE;
} else {
gl_state = GL_REPEAT;
/* This is a TRACE instead of a FIXME as the FIXME was already printed when the game
actually set D3DTADDRESS_MIRROR.
*/
TRACE(" setting GL_REPEAT instead of GL_MIRRORED_REPEAT.\n");
}
break;
default: gl_state = GL_REPEAT; break;
}
return gl_state;
}
HRESULT
gltex_upload_texture(IDirectDrawSurfaceImpl *surf_ptr, IDirect3DDeviceImpl *d3ddev, DWORD stage) {
IDirect3DTextureGLImpl *gl_surf_ptr = (IDirect3DTextureGLImpl *) surf_ptr->tex_private;
IDirect3DDeviceGLImpl *gl_d3ddev = (IDirect3DDeviceGLImpl *) d3ddev;
BOOLEAN changed = FALSE;
GLenum unit = GL_TEXTURE0_WINE + stage;
if (surf_ptr->mipmap_level != 0) {
WARN(" application activating a sub-level of the mipmapping chain (level %d) !\n", surf_ptr->mipmap_level);
}
/* Now check if the texture parameters for this texture are still in-line with what D3D expect
us to do..
NOTE: there is no check for the situation where the same texture is bound to multiple stage
but with different parameters per stage.
*/
if ((gl_surf_ptr->tex_parameters == NULL) ||
(gl_surf_ptr->tex_parameters[D3DTSS_MAXMIPLEVEL - D3DTSS_ADDRESSU] !=
d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAXMIPLEVEL - 1])) {
DWORD max_mip_level;
if ((surf_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP) == 0) {
max_mip_level = 0;
} else {
max_mip_level = surf_ptr->surface_desc.u2.dwMipMapCount - 1;
if (d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAXMIPLEVEL - 1] != 0) {
if (max_mip_level >= d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAXMIPLEVEL - 1]) {
max_mip_level = d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAXMIPLEVEL - 1] - 1;
}
}
}
if (unit != gl_d3ddev->current_active_tex_unit) {
GL_extensions.glActiveTexture(unit);
gl_d3ddev->current_active_tex_unit = unit;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, max_mip_level);
changed = TRUE;
}
if ((gl_surf_ptr->tex_parameters == NULL) ||
(gl_surf_ptr->tex_parameters[D3DTSS_MAGFILTER - D3DTSS_ADDRESSU] !=
d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAGFILTER - 1])) {
if (unit != gl_d3ddev->current_active_tex_unit) {
GL_extensions.glActiveTexture(unit);
gl_d3ddev->current_active_tex_unit = unit;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
convert_mag_filter_to_GL(d3ddev->state_block.texture_stage_state[stage][D3DTSS_MAGFILTER - 1]));
changed = TRUE;
}
if ((gl_surf_ptr->tex_parameters == NULL) ||
(gl_surf_ptr->tex_parameters[D3DTSS_MINFILTER - D3DTSS_ADDRESSU] !=
d3ddev->state_block.texture_stage_state[stage][D3DTSS_MINFILTER - 1]) ||
(gl_surf_ptr->tex_parameters[D3DTSS_MIPFILTER - D3DTSS_ADDRESSU] !=
d3ddev->state_block.texture_stage_state[stage][D3DTSS_MIPFILTER - 1])) {
if (unit != gl_d3ddev->current_active_tex_unit) {
GL_extensions.glActiveTexture(unit);
gl_d3ddev->current_active_tex_unit = unit;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
convert_min_filter_to_GL(d3ddev->state_block.texture_stage_state[stage][D3DTSS_MINFILTER - 1],
d3ddev->state_block.texture_stage_state[stage][D3DTSS_MIPFILTER - 1]));
changed = TRUE;
}
if ((gl_surf_ptr->tex_parameters == NULL) ||
(gl_surf_ptr->tex_parameters[D3DTSS_ADDRESSU - D3DTSS_ADDRESSU] !=
d3ddev->state_block.texture_stage_state[stage][D3DTSS_ADDRESSU - 1])) {
if (unit != gl_d3ddev->current_active_tex_unit) {
GL_extensions.glActiveTexture(unit);
gl_d3ddev->current_active_tex_unit = unit;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
convert_tex_address_to_GL(d3ddev->state_block.texture_stage_state[stage][D3DTSS_ADDRESSU - 1]));
changed = TRUE;
}
if ((gl_surf_ptr->tex_parameters == NULL) ||
(gl_surf_ptr->tex_parameters[D3DTSS_ADDRESSV - D3DTSS_ADDRESSU] !=
d3ddev->state_block.texture_stage_state[stage][D3DTSS_ADDRESSV - 1])) {
if (unit != gl_d3ddev->current_active_tex_unit) {
GL_extensions.glActiveTexture(unit);
gl_d3ddev->current_active_tex_unit = unit;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
convert_tex_address_to_GL(d3ddev->state_block.texture_stage_state[stage][D3DTSS_ADDRESSV - 1]));
changed = TRUE;
}
if ((gl_surf_ptr->tex_parameters == NULL) ||
(gl_surf_ptr->tex_parameters[D3DTSS_BORDERCOLOR - D3DTSS_ADDRESSU] !=
d3ddev->state_block.texture_stage_state[stage][D3DTSS_BORDERCOLOR - 1])) {
GLfloat color[4];
color[0] = ((d3ddev->state_block.texture_stage_state[stage][D3DTSS_BORDERCOLOR - 1] >> 16) & 0xFF) / 255.0;
color[1] = ((d3ddev->state_block.texture_stage_state[stage][D3DTSS_BORDERCOLOR - 1] >> 8) & 0xFF) / 255.0;
color[2] = ((d3ddev->state_block.texture_stage_state[stage][D3DTSS_BORDERCOLOR - 1] >> 0) & 0xFF) / 255.0;
color[3] = ((d3ddev->state_block.texture_stage_state[stage][D3DTSS_BORDERCOLOR - 1] >> 24) & 0xFF) / 255.0;
if (unit != gl_d3ddev->current_active_tex_unit) {
GL_extensions.glActiveTexture(unit);
gl_d3ddev->current_active_tex_unit = unit;
}
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
changed = TRUE;
}
if (changed) {
if (gl_surf_ptr->tex_parameters == NULL) {
gl_surf_ptr->tex_parameters = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(DWORD) * (D3DTSS_MAXMIPLEVEL + 1 - D3DTSS_ADDRESSU));
}
memcpy(gl_surf_ptr->tex_parameters, &(d3ddev->state_block.texture_stage_state[stage][D3DTSS_ADDRESSU - 1]),
sizeof(DWORD) * (D3DTSS_MAXMIPLEVEL + 1 - D3DTSS_ADDRESSU));
}
if (*(gl_surf_ptr->global_dirty_flag) != SURFACE_MEMORY_DIRTY) {
TRACE(" nothing to do - memory copy and GL state in synch for all texture levels.\n");
return DD_OK;
}
while (surf_ptr != NULL) {
IDirect3DTextureGLImpl *gl_surf_ptr = (IDirect3DTextureGLImpl *) surf_ptr->tex_private;
if (gl_surf_ptr->dirty_flag != SURFACE_MEMORY_DIRTY) {
TRACE(" - level %d already uploaded.\n", surf_ptr->mipmap_level);
} else {
TRACE(" - uploading texture level %d (initial done = %d).\n",
surf_ptr->mipmap_level, gl_surf_ptr->initial_upload_done);
/* Texture snooping for the curious :-) */
if (TRACE_ON(ddraw_tex)) {
snoop_texture(surf_ptr);
}
if (unit != gl_d3ddev->current_active_tex_unit) {
GL_extensions.glActiveTexture(unit);
gl_d3ddev->current_active_tex_unit = unit;
}
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 {
ERR("Problem for upload of texture %d (level = %d / initial done = %d).\n",
gl_surf_ptr->tex_name, surf_ptr->mipmap_level, gl_surf_ptr->initial_upload_done);
}
}
if (surf_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_MIPMAP) {
surf_ptr = get_sub_mimaplevel(surf_ptr);
} else {
surf_ptr = NULL;
}
}
*(gl_surf_ptr->global_dirty_flag) = SURFACE_MEMORY;
return DD_OK;
}
HRESULT WINAPI
Main_IDirect3DTextureImpl_1_Initialize(LPDIRECT3DTEXTURE iface,
LPDIRECT3DDEVICE lpDirect3DDevice,
LPDIRECTDRAWSURFACE lpDDSurface)
{
ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture, iface);
FIXME("(%p/%p)->(%p,%p) no-op...\n", This, iface, lpDirect3DDevice, lpDDSurface);
return DD_OK;
}
static HRESULT
gltex_setcolorkey_cb(IDirectDrawSurfaceImpl *This, DWORD dwFlags, LPDDCOLORKEY ckey )
{
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
if (glThis->dirty_flag == SURFACE_GL) {
GLint 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();
}
glThis->dirty_flag = SURFACE_MEMORY_DIRTY;
*(glThis->global_dirty_flag) = SURFACE_MEMORY_DIRTY;
/* TODO: check color-keying on mipmapped surfaces... */
return DD_OK;
}
HRESULT
gltex_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
LPDIRECTDRAWSURFACE7 src, LPRECT rsrc,
DWORD dwFlags, LPDDBLTFX lpbltfx)
{
if (src != NULL) {
IDirectDrawSurfaceImpl *src_ptr = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
if (src_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_3DDEVICE) {
FIXME("Blt from framebuffer to texture - unsupported now, please report !\n");
}
}
return DDERR_INVALIDPARAMS;
}
HRESULT
gltex_bltfast(IDirectDrawSurfaceImpl *surf_ptr, DWORD dstx,
DWORD dsty, LPDIRECTDRAWSURFACE7 src,
LPRECT rsrc, DWORD trans)
{
if (src != NULL) {
IDirectDrawSurfaceImpl *src_ptr = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
if ((src_ptr->surface_desc.ddsCaps.dwCaps & DDSCAPS_3DDEVICE) &&
((trans & (DDBLTFAST_SRCCOLORKEY | DDBLTFAST_DESTCOLORKEY)) == 0)) {
/* This is a blt without color keying... We can use the direct copy. */
RECT rsrc2;
DWORD width, height;
GLint cur_tex;
IDirect3DTextureGLImpl *gl_surf_ptr = surf_ptr->tex_private;
int y;
if (rsrc == NULL) {
WARN("rsrc is NULL\n");
rsrc = &rsrc2;
rsrc->left = 0;
rsrc->top = 0;
rsrc->right = src_ptr->surface_desc.dwWidth;
rsrc->bottom = src_ptr->surface_desc.dwHeight;
}
width = rsrc->right - rsrc->left;
height = rsrc->bottom - rsrc->top;
if (((dstx + width) > surf_ptr->surface_desc.dwWidth) ||
((dsty + height) > surf_ptr->surface_desc.dwHeight)) {
FIXME("Does not handle clipping yet in FB => Texture blits !\n");
return DDERR_INVALIDPARAMS;
}
if ((width == 0) || (height == 0)) {
return DD_OK;
}
TRACE(" direct frame buffer => texture BltFast override.\n");
ENTER_GL();
glGetIntegerv(GL_TEXTURE_BINDING_2D, &cur_tex);
/* This call is to create the actual texture name in GL (as we do 'late' ID creation) */
gltex_get_tex_name(surf_ptr);
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) {
GLint 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();
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;
if (dst_ptr->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_FOURCC)
mem_used = dst_ptr->surface_desc.u1.dwLinearSize;
else
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. */
if (dst_ptr->surface_desc.u4.ddpfPixelFormat.dwFlags & DDPF_FOURCC)
memcpy(dst_d->lpSurface, src_d->lpSurface, src_ptr->surface_desc.u1.dwLinearSize);
else
memcpy(dst_d->lpSurface, src_d->lpSurface, src_d->u1.lPitch * src_d->dwHeight);
if (gl_dst_ptr != NULL) {
/* 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
static const IDirect3DTexture2Vtbl VTABLE_IDirect3DTexture2 =
{
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
static const IDirect3DTextureVtbl VTABLE_IDirect3DTexture =
{
XCAST(QueryInterface) Thunk_IDirect3DTextureImpl_1_QueryInterface,
XCAST(AddRef) Thunk_IDirect3DTextureImpl_1_AddRef,
XCAST(Release) Thunk_IDirect3DTextureImpl_1_Release,
XCAST(Initialize) Main_IDirect3DTextureImpl_1_Initialize,
XCAST(GetHandle) Thunk_IDirect3DTextureImpl_1_GetHandle,
XCAST(PaletteChanged) Thunk_IDirect3DTextureImpl_1_PaletteChanged,
XCAST(Load) Thunk_IDirect3DTextureImpl_1_Load,
XCAST(Unload) Main_IDirect3DTextureImpl_1_Unload,
};
#if !defined(__STRICT_ANSI__) && defined(__GNUC__)
#undef XCAST
#endif
HRESULT d3dtexture_create(IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surf, BOOLEAN at_creation,
IDirectDrawSurfaceImpl *main)
{
/* First, initialize the texture vtables... */
ICOM_INIT_INTERFACE(surf, IDirect3DTexture, VTABLE_IDirect3DTexture);
ICOM_INIT_INTERFACE(surf, IDirect3DTexture2, VTABLE_IDirect3DTexture2);
/* Only create all the private stuff if we actually have an OpenGL context.. */
if (d3d->current_device != NULL) {
IDirect3DTextureGLImpl *private;
private = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTextureGLImpl));
if (private == NULL) return DDERR_OUTOFMEMORY;
surf->tex_private = private;
private->final_release = surf->final_release;
private->lock_update = surf->lock_update;
private->unlock_update = surf->unlock_update;
private->set_palette = surf->set_palette;
/* If at creation, we can optimize stuff and wait the first 'unlock' to upload a valid stuff to OpenGL.
Otherwise, it will be uploaded here (and may be invalid). */
surf->final_release = gltex_final_release;
surf->lock_update = gltex_lock_update;
surf->unlock_update = gltex_unlock_update;
surf->aux_setcolorkey_cb = gltex_setcolorkey_cb;
surf->set_palette = gltex_set_palette;
/* We are the only one to use the aux_blt and aux_bltfast overrides, so no need
to save those... */
surf->aux_blt = gltex_blt;
surf->aux_bltfast = gltex_bltfast;
TRACE(" GL texture created for surface %p (private data at %p)\n", surf, private);
/* Do not create the OpenGL texture id here as some game generate textures from a different thread which
cause problems.. */
private->tex_name = 0;
if (surf->mipmap_level == 0) {
private->main = NULL;
private->global_dirty_flag = &(private->__global_dirty_flag);
} else {
private->main = main;
private->global_dirty_flag = &(((IDirect3DTextureGLImpl *) (private->main->tex_private))->__global_dirty_flag);
}
private->initial_upload_done = FALSE;
}
return D3D_OK;
}
GLuint gltex_get_tex_name(IDirectDrawSurfaceImpl *surf)
{
IDirect3DTextureGLImpl *private = (IDirect3DTextureGLImpl *) (surf->tex_private);
if (private->tex_name == 0) {
/* The texture was not created yet... */
ENTER_GL();
if (surf->mipmap_level == 0) {
glGenTextures(1, &(private->tex_name));
if (private->tex_name == 0) ERR("Error at creation of OpenGL texture ID !\n");
TRACE(" GL texture id is : %d.\n", private->tex_name);
private->__global_dirty_flag = SURFACE_MEMORY_DIRTY;
} else {
private->tex_name = gltex_get_tex_name(private->main);
TRACE(" GL texture id reusing id %d from surface %p (private at %p)).\n", private->tex_name, private->main, private->main->tex_private);
}
LEAVE_GL();
/* And set the dirty flag accordingly */
private->dirty_flag = SURFACE_MEMORY_DIRTY;
}
return ((IDirect3DTextureGLImpl *) (surf->tex_private))->tex_name;
}