wine/dlls/wined3d/basetexture.c
Oliver Stieber 67f2ad4563 - Volume now inherits Resource. This isn't the way Microsoft implements
the interface but it is more correct way (Microsoft even have a
  resource type of volume).
- Moved usage, format, allocatedMemory and size onto the resource
  class structure.
- Refactored Preload for classes that inherit BaseTexture, preload now
  binds the texture instead of bind texture calling preload, bindTexture
  allocated a glTexture if there isn't one.
- Added two new class static members BaseTexture_CleanUp and
  Resource_CleanUp that should be called by classes that implement
  BaseTexture or Resource.
2005-03-29 19:01:00 +00:00

306 lines
12 KiB
C

/*
* IWineD3DBaseTexture Implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2002-2004 Raphael Junqueira
* Copyright 2005 Oliver Stieber
*
* 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 "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
/* *******************************************
IWineD3DBaseTexture IUnknown parts follow
******************************************* */
HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
/* FIXME: This needs to extend an IWineD3DBaseObject */
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)) {
IUnknown_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
ULONG ref = InterlockedIncrement(&This->resource.ref);
TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1);
IUnknown_AddRef(This->resource.parent);
return ref;
}
ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
ULONG ref = InterlockedDecrement(&This->resource.ref);
TRACE("(%p) : Releasing from %ld\n", This, ref + 1);
if (ref == 0) {
IWineD3DBaseTextureImpl_CleanUp(iface);
HeapFree(GetProcessHeap(), 0, This);
} else {
IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
}
return ref;
}
/* class static */
void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface){
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
TRACE("(%p) : ", This);
if (This->baseTexture.textureName != 0) {
ENTER_GL();
TRACE("Deleting texture %d\n", This->baseTexture.textureName);
glDeleteTextures(1, &This->baseTexture.textureName);
LEAVE_GL();
}
IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
}
/* ****************************************************
IWineD3DBaseTexture IWineD3DResource parts follow
**************************************************** */
HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) {
return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}
HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) {
return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}
DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) {
return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}
DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) {
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}
void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) {
return IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
}
D3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) {
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}
HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) {
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DBaseTexture IWineD3DBaseTexture parts follow
****************************************************** */
/* There is no OpenGL equivilent of setLOD, getLOD, all they do it priortise testure loading
* so just pretend that they work unless something really needs a failure. */
DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
if (This->resource.pool != D3DPOOL_MANAGED) {
return D3DERR_INVALIDCALL;
}
if(LODNew >= This->baseTexture.levels)
LODNew = This->baseTexture.levels - 1;
This->baseTexture.LOD = LODNew;
TRACE("(%p) : set bogus LOD to %d \n", This, This->baseTexture.LOD);
return This->baseTexture.LOD;
}
DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
if (This->resource.pool != D3DPOOL_MANAGED) {
return D3DERR_INVALIDCALL;
}
TRACE("(%p) : returning %d \n", This, This->baseTexture.LOD);
return This->baseTexture.LOD;
}
DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
return This->baseTexture.levels;
}
HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
if (!(This->baseTexture.usage & D3DUSAGE_AUTOGENMIPMAP)) {
TRACE("(%p) : returning invalid call\n", This);
return D3DERR_INVALIDCALL;
}
This->baseTexture.filterType = FilterType;
TRACE("(%p) : \n", This);
return D3D_OK;
}
D3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
FIXME("(%p) : stub\n", This);
if (!(This->baseTexture.usage & D3DUSAGE_AUTOGENMIPMAP)) {
return D3DTEXF_NONE;
}
return This->baseTexture.filterType;
return D3DTEXF_LINEAR; /* default */
}
void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
/* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
FIXME("(%p) : stub\n", This);
return ;
}
/* Internal function, No d3d mapping */
BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
BOOL old;
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
old = This->baseTexture.dirty;
This->baseTexture.dirty = dirty;
return old;
}
BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
return This->baseTexture.dirty;
}
HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
UINT textureDimensions;
TRACE("(%p) : About to bind texture\n", This);
textureDimensions = IWineD3DCubeTexture_GetTextureDimensions(iface);
ENTER_GL();
#if 0 /* TODO: context manager support */
IWineD3DContextManager_PushState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
#else
glEnable(textureDimensions);
#endif
/* Generate a texture name if we don't already have one */
if (This->baseTexture.textureName == 0) {
glGenTextures(1, &This->baseTexture.textureName);
checkGLcall("glGenTextures");
TRACE("Generated texture %d\n", This->baseTexture.textureName);
if (This->resource.pool == D3DPOOL_DEFAULT) {
/* Tell opengl to try and keep this texture in video ram (well mostly) */
GLclampf tmp;
tmp = 0.9f;
glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
}
}
/* Bind the texture */
if (This->baseTexture.textureName != 0) {
glBindTexture(textureDimensions, This->baseTexture.textureName);
checkGLcall("glBindTexture");
} else { /* this only happened if we've run out of openGL textures */
WARN("This texture doesn't have an openGL texture assigned to it\n");
return D3DERR_INVALIDCALL;
}
/* Always need to reset the number of mipmap levels when rebinding as it is
a property of the active texture unit, and another texture may have set it
to a different value */
TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
return D3D_OK;
}
HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
UINT textureDimensions;
TRACE("(%p) : About to bind texture\n", This);
textureDimensions = IWineD3DCubeTexture_GetTextureDimensions(iface);
ENTER_GL();
glBindTexture(textureDimensions, 0);
#if 0 /* TODO: context manager support */
IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_CUBE_MAP_ARB, ENABLED, NOW /* make sure the state is applied now */);
#else
glDisable(textureDimensions);
#endif
LEAVE_GL();
return D3D_OK;
}
UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
FIXME("(%p) : This shouldn't be called\n", This);
return D3D_OK;
}
IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
{
IWineD3DBaseTextureImpl_QueryInterface,
IWineD3DBaseTextureImpl_AddRef,
IWineD3DBaseTextureImpl_Release,
/* IWineD3DResource */
IWineD3DBaseTextureImpl_GetParent,
IWineD3DBaseTextureImpl_GetDevice,
IWineD3DBaseTextureImpl_SetPrivateData,
IWineD3DBaseTextureImpl_GetPrivateData,
IWineD3DBaseTextureImpl_FreePrivateData,
IWineD3DBaseTextureImpl_SetPriority,
IWineD3DBaseTextureImpl_GetPriority,
IWineD3DBaseTextureImpl_PreLoad,
IWineD3DBaseTextureImpl_GetType,
/*IWineD3DBaseTexture*/
IWineD3DBaseTextureImpl_SetLOD,
IWineD3DBaseTextureImpl_GetLOD,
IWineD3DBaseTextureImpl_GetLevelCount,
IWineD3DBaseTextureImpl_SetAutoGenFilterType,
IWineD3DBaseTextureImpl_GetAutoGenFilterType,
IWineD3DBaseTextureImpl_GenerateMipSubLevels,
IWineD3DBaseTextureImpl_SetDirty,
IWineD3DBaseTextureImpl_GetDirty,
/* internal */
IWineD3DBaseTextureImpl_BindTexture,
IWineD3DBaseTextureImpl_UnBindTexture,
IWineD3DBaseTextureImpl_GetTextureDimensions
};