mirror of
https://github.com/reactos/wine.git
synced 2024-11-29 14:40:56 +00:00
404 lines
17 KiB
C
404 lines
17 KiB
C
/*
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* IWineD3DTexture implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, 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_texture);
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#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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/* *******************************************
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IWineD3DTexture IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
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|| IsEqualGUID(riid, &IID_IWineD3DTexture)){
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IUnknown_AddRef(iface);
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*ppobj = This;
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return WINED3D_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
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return InterlockedIncrement(&This->resource.ref);
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}
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static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
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ref = InterlockedDecrement(&This->resource.ref);
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if (ref == 0) {
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IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DTexture IWineD3DResource parts follow
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**************************************************** */
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static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *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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static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *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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static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
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/* Override the IWineD3DResource PreLoad method */
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unsigned int i;
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL srgb_mode = This->baseTexture.is_srgb;
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BOOL srgb_was_toggled = FALSE;
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TRACE("(%p) : About to load texture\n", This);
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if(!device->isInDraw) {
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/* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
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* recursive calls
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*/
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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} else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
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srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
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srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
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This->baseTexture.is_srgb = srgb_mode;
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}
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if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
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for (i = 0; i < This->baseTexture.levels; i++) {
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if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
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TRACE("Reloading surface because the d3d8/9 palette was changed\n");
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/* TODO: This is not necessarily needed with hw palettized texture support */
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IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
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/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
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IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
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}
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}
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}
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/* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
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if (This->baseTexture.dirty) {
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for (i = 0; i < This->baseTexture.levels; i++) {
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IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
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}
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} else if (srgb_was_toggled) {
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if (This->baseTexture.srgb_mode_change_count < 20)
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++This->baseTexture.srgb_mode_change_count;
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else
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FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
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for (i = 0; i < This->baseTexture.levels; i++) {
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IWineD3DSurface_AddDirtyRect(This->surfaces[i], NULL);
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surface_force_reload(This->surfaces[i]);
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IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
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}
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} else {
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TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
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}
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/* No longer dirty */
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This->baseTexture.dirty = FALSE;
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return ;
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}
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static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
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unsigned int i;
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p)\n", This);
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/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
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* surface before, this one will be a NOP and vice versa. Unloading an unloaded
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* surface is fine
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*/
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for (i = 0; i < This->baseTexture.levels; i++) {
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IWineD3DSurface_UnLoad(This->surfaces[i]);
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surface_set_texture_name(This->surfaces[i], 0);
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}
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IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *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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IWineD3DTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
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return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
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}
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static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
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}
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static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
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}
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static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
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return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
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}
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static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
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IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
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}
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/* Internal function, No d3d mapping */
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static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
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return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
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}
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static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
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return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
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HRESULT hr;
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TRACE("(%p) : relay to BaseTexture\n", This);
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hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
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if (set_gl_texture_desc && SUCCEEDED(hr)) {
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UINT i;
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for (i = 0; i < This->baseTexture.levels; ++i) {
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surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName);
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}
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/* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
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* partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
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* that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
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* Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
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*/
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if(IWineD3DBaseTexture_IsCondNP2(iface)) {
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ENTER_GL();
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glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
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glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
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glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
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glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
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LEAVE_GL();
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This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
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This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
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This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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}
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}
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return hr;
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}
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static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p)\n", This);
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return This->target;
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}
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static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p)\n", This);
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return This->cond_np2;
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}
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static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
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const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
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TRACE("(%p) : relay to BaseTexture\n", iface);
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IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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}
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/* *******************************************
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IWineD3DTexture IWineD3DTexture parts follow
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******************************************* */
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static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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int i;
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TRACE("(%p) : Cleaning up\n",This);
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for (i = 0; i < This->baseTexture.levels; i++) {
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if (This->surfaces[i] != NULL) {
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/* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
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surface_set_texture_name(This->surfaces[i], 0);
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surface_set_texture_target(This->surfaces[i], 0);
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IWineD3DSurface_SetContainer(This->surfaces[i], 0);
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D3DCB_DestroySurface(This->surfaces[i]);
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}
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}
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TRACE("(%p) : cleaning up base texture\n", This);
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IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
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/* free the object */
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HeapFree(GetProcessHeap(), 0, This);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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TRACE("(%p) Level (%d)\n", This, Level);
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return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
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}
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return WINED3DERR_INVALIDCALL;
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}
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static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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HRESULT hr = WINED3DERR_INVALIDCALL;
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if (Level < This->baseTexture.levels) {
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*ppSurfaceLevel = This->surfaces[Level];
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IWineD3DSurface_AddRef(This->surfaces[Level]);
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hr = WINED3D_OK;
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TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
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}
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if (WINED3D_OK != hr) {
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WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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*ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
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}
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return hr;
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}
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static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
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CONST RECT *pRect, DWORD Flags) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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HRESULT hr = WINED3DERR_INVALIDCALL;
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if (Level < This->baseTexture.levels) {
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hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
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}
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if (WINED3D_OK == hr) {
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TRACE("(%p) Level (%d) success\n", This, Level);
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} else {
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WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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}
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return hr;
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}
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static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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HRESULT hr = WINED3DERR_INVALIDCALL;
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if (Level < This->baseTexture.levels) {
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hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
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}
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if ( WINED3D_OK == hr) {
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TRACE("(%p) Level (%d) success\n", This, Level);
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} else {
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WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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}
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return hr;
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}
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static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
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return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
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}
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const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
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{
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/* IUnknown */
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IWineD3DTextureImpl_QueryInterface,
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IWineD3DTextureImpl_AddRef,
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IWineD3DTextureImpl_Release,
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/* IWineD3DResource */
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IWineD3DTextureImpl_GetParent,
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IWineD3DTextureImpl_GetDevice,
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IWineD3DTextureImpl_SetPrivateData,
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IWineD3DTextureImpl_GetPrivateData,
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IWineD3DTextureImpl_FreePrivateData,
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IWineD3DTextureImpl_SetPriority,
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IWineD3DTextureImpl_GetPriority,
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IWineD3DTextureImpl_PreLoad,
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IWineD3DTextureImpl_UnLoad,
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IWineD3DTextureImpl_GetType,
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/* IWineD3DBaseTexture */
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IWineD3DTextureImpl_SetLOD,
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IWineD3DTextureImpl_GetLOD,
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IWineD3DTextureImpl_GetLevelCount,
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IWineD3DTextureImpl_SetAutoGenFilterType,
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IWineD3DTextureImpl_GetAutoGenFilterType,
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IWineD3DTextureImpl_GenerateMipSubLevels,
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IWineD3DTextureImpl_SetDirty,
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IWineD3DTextureImpl_GetDirty,
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IWineD3DTextureImpl_BindTexture,
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IWineD3DTextureImpl_GetTextureDimensions,
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IWineD3DTextureImpl_IsCondNP2,
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IWineD3DTextureImpl_ApplyStateChanges,
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/* IWineD3DTexture */
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IWineD3DTextureImpl_Destroy,
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IWineD3DTextureImpl_GetLevelDesc,
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IWineD3DTextureImpl_GetSurfaceLevel,
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IWineD3DTextureImpl_LockRect,
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IWineD3DTextureImpl_UnlockRect,
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IWineD3DTextureImpl_AddDirtyRect
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};
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