mirror of
https://github.com/reactos/wine.git
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67f2ad4563
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.
306 lines
12 KiB
C
306 lines
12 KiB
C
/*
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* IWineD3DBaseTexture Implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2002-2004 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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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 "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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/* *******************************************
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IWineD3DBaseTexture IUnknown parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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/* FIXME: This needs to extend an IWineD3DBaseObject */
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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ULONG ref = InterlockedIncrement(&This->resource.ref);
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TRACE("(%p) : AddRef increasing from %ld\n", This,ref - 1);
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IUnknown_AddRef(This->resource.parent);
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return ref;
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}
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ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->resource.ref);
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TRACE("(%p) : Releasing from %ld\n", This, ref + 1);
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if (ref == 0) {
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IWineD3DBaseTextureImpl_CleanUp(iface);
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HeapFree(GetProcessHeap(), 0, This);
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} else {
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IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
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}
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return ref;
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}
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/* class static */
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void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface){
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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TRACE("(%p) : ", This);
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if (This->baseTexture.textureName != 0) {
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ENTER_GL();
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TRACE("Deleting texture %d\n", This->baseTexture.textureName);
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glDeleteTextures(1, &This->baseTexture.textureName);
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LEAVE_GL();
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}
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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}
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/* ****************************************************
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IWineD3DBaseTexture IWineD3DResource parts follow
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**************************************************** */
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HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) {
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return IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
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}
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D3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) {
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) {
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DBaseTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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/* There is no OpenGL equivilent of setLOD, getLOD, all they do it priortise testure loading
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* so just pretend that they work unless something really needs a failure. */
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DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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if (This->resource.pool != D3DPOOL_MANAGED) {
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return D3DERR_INVALIDCALL;
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}
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if(LODNew >= This->baseTexture.levels)
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LODNew = This->baseTexture.levels - 1;
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This->baseTexture.LOD = LODNew;
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TRACE("(%p) : set bogus LOD to %d \n", This, This->baseTexture.LOD);
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return This->baseTexture.LOD;
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}
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DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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if (This->resource.pool != D3DPOOL_MANAGED) {
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return D3DERR_INVALIDCALL;
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}
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TRACE("(%p) : returning %d \n", This, This->baseTexture.LOD);
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return This->baseTexture.LOD;
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}
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DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
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return This->baseTexture.levels;
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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if (!(This->baseTexture.usage & D3DUSAGE_AUTOGENMIPMAP)) {
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TRACE("(%p) : returning invalid call\n", This);
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return D3DERR_INVALIDCALL;
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}
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This->baseTexture.filterType = FilterType;
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TRACE("(%p) : \n", This);
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return D3D_OK;
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}
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D3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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FIXME("(%p) : stub\n", This);
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if (!(This->baseTexture.usage & D3DUSAGE_AUTOGENMIPMAP)) {
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return D3DTEXF_NONE;
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}
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return This->baseTexture.filterType;
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return D3DTEXF_LINEAR; /* default */
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}
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void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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/* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
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FIXME("(%p) : stub\n", This);
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return ;
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}
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/* Internal function, No d3d mapping */
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BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
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BOOL old;
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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old = This->baseTexture.dirty;
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This->baseTexture.dirty = dirty;
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return old;
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}
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BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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return This->baseTexture.dirty;
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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UINT textureDimensions;
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TRACE("(%p) : About to bind texture\n", This);
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textureDimensions = IWineD3DCubeTexture_GetTextureDimensions(iface);
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ENTER_GL();
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#if 0 /* TODO: context manager support */
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IWineD3DContextManager_PushState(This->contextManager, textureDimensions, ENABLED, NOW /* make sure the state is applied now */);
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#else
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glEnable(textureDimensions);
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#endif
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/* Generate a texture name if we don't already have one */
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if (This->baseTexture.textureName == 0) {
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glGenTextures(1, &This->baseTexture.textureName);
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checkGLcall("glGenTextures");
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TRACE("Generated texture %d\n", This->baseTexture.textureName);
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if (This->resource.pool == D3DPOOL_DEFAULT) {
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
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GLclampf tmp;
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tmp = 0.9f;
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glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
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}
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}
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/* Bind the texture */
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if (This->baseTexture.textureName != 0) {
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glBindTexture(textureDimensions, This->baseTexture.textureName);
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checkGLcall("glBindTexture");
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} else { /* this only happened if we've run out of openGL textures */
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WARN("This texture doesn't have an openGL texture assigned to it\n");
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return D3DERR_INVALIDCALL;
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}
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/* Always need to reset the number of mipmap levels when rebinding as it is
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a property of the active texture unit, and another texture may have set it
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to a different value */
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
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glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
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checkGLcall("glTexParameteri(textureDimensions, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)");
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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UINT textureDimensions;
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TRACE("(%p) : About to bind texture\n", This);
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textureDimensions = IWineD3DCubeTexture_GetTextureDimensions(iface);
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ENTER_GL();
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glBindTexture(textureDimensions, 0);
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#if 0 /* TODO: context manager support */
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IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_CUBE_MAP_ARB, ENABLED, NOW /* make sure the state is applied now */);
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#else
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glDisable(textureDimensions);
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#endif
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LEAVE_GL();
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return D3D_OK;
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}
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UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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FIXME("(%p) : This shouldn't be called\n", This);
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return D3D_OK;
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}
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IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
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{
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IWineD3DBaseTextureImpl_QueryInterface,
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IWineD3DBaseTextureImpl_AddRef,
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IWineD3DBaseTextureImpl_Release,
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/* IWineD3DResource */
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IWineD3DBaseTextureImpl_GetParent,
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IWineD3DBaseTextureImpl_GetDevice,
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IWineD3DBaseTextureImpl_SetPrivateData,
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IWineD3DBaseTextureImpl_GetPrivateData,
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IWineD3DBaseTextureImpl_FreePrivateData,
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IWineD3DBaseTextureImpl_SetPriority,
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IWineD3DBaseTextureImpl_GetPriority,
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IWineD3DBaseTextureImpl_PreLoad,
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IWineD3DBaseTextureImpl_GetType,
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/*IWineD3DBaseTexture*/
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IWineD3DBaseTextureImpl_SetLOD,
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IWineD3DBaseTextureImpl_GetLOD,
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IWineD3DBaseTextureImpl_GetLevelCount,
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IWineD3DBaseTextureImpl_SetAutoGenFilterType,
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IWineD3DBaseTextureImpl_GetAutoGenFilterType,
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IWineD3DBaseTextureImpl_GenerateMipSubLevels,
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IWineD3DBaseTextureImpl_SetDirty,
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IWineD3DBaseTextureImpl_GetDirty,
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/* internal */
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IWineD3DBaseTextureImpl_BindTexture,
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IWineD3DBaseTextureImpl_UnBindTexture,
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IWineD3DBaseTextureImpl_GetTextureDimensions
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};
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