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texture.c

/*
 * IDirect3DTexture8 implementation
 *
 * Copyright 2002 Jason Edmeades
 *
 * 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 <stdarg.h>

#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "wingdi.h"
#include "wine/debug.h"

#include "d3d8_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d);

/* IDirect3DTexture8 IUnknown parts follow: */
HRESULT WINAPI IDirect3DTexture8Impl_QueryInterface(LPDIRECT3DTEXTURE8 iface, REFIID riid, LPVOID *ppobj)
{
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    TRACE("(%p) : QueryInterface for %s\n", This, debugstr_guid(riid));
    if (IsEqualGUID(riid, &IID_IUnknown)
        || IsEqualGUID(riid, &IID_IDirect3DResource8)
        || IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
        || IsEqualGUID(riid, &IID_IDirect3DTexture8)) {
        IDirect3DTexture8Impl_AddRef(iface);
        *ppobj = This;
        return D3D_OK;
    }

    WARN("(%p)->(%s,%p) not found\n", This, debugstr_guid(riid), ppobj);
    return E_NOINTERFACE;
}

ULONG WINAPI IDirect3DTexture8Impl_AddRef(LPDIRECT3DTEXTURE8 iface) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("(%p) : AddRef from %ld\n", This, ref - 1);

    return ref;
}

ULONG WINAPI IDirect3DTexture8Impl_Release(LPDIRECT3DTEXTURE8 iface) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    ULONG ref = InterlockedDecrement(&This->ref);
    unsigned int i;

    TRACE("(%p) : ReleaseRef to %ld\n", This, ref);

    if (ref == 0) {
        for (i = 0; i < This->levels; i++) {
            if (This->surfaces[i] != NULL) {
                TRACE("(%p) : Releasing surface %p\n", This, This->surfaces[i]);
                IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) This->surfaces[i]);
            }
        }
        HeapFree(GetProcessHeap(), 0, This);
    }
    return ref;
}

/* IDirect3DTexture8 IDirect3DResource8 Interface follow: */
HRESULT  WINAPI        IDirect3DTexture8Impl_GetDevice(LPDIRECT3DTEXTURE8 iface, IDirect3DDevice8** ppDevice) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    TRACE("(%p) : returning %p\n", This, This->Device);
    *ppDevice = (LPDIRECT3DDEVICE8) This->Device; 
    /**
     * Note  Calling this method will increase the internal reference count 
     * on the IDirect3DDevice8 interface. 
     */
    IDirect3DDevice8Impl_AddRef(*ppDevice);
    return D3D_OK;
}
HRESULT  WINAPI        IDirect3DTexture8Impl_SetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    FIXME("(%p) : stub\n", This);    return D3D_OK;
}
HRESULT  WINAPI        IDirect3DTexture8Impl_GetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    FIXME("(%p) : stub\n", This);    return D3D_OK;
}
HRESULT  WINAPI        IDirect3DTexture8Impl_FreePrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    FIXME("(%p) : stub\n", This);    return D3D_OK;
}
DWORD    WINAPI        IDirect3DTexture8Impl_SetPriority(LPDIRECT3DTEXTURE8 iface, DWORD PriorityNew) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    FIXME("(%p) : stub\n", This);
    return 0;
}
DWORD    WINAPI        IDirect3DTexture8Impl_GetPriority(LPDIRECT3DTEXTURE8 iface) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    FIXME("(%p) : stub\n", This);
    return 0;
}
void     WINAPI        IDirect3DTexture8Impl_PreLoad(LPDIRECT3DTEXTURE8 iface) {
    unsigned int i;
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    TRACE("(%p) : About to load texture\n", This);

    ENTER_GL();

    for (i = 0; i < This->levels; i++) {
      if (i == 0 && This->surfaces[i]->textureName != 0 && This->Dirty == FALSE) {
      glBindTexture(GL_TEXTURE_2D, This->surfaces[i]->textureName);
      checkGLcall("glBindTexture");
      TRACE("Texture %p (level %d) given name %d\n", This->surfaces[i], i, This->surfaces[i]->textureName);
      /* No need to walk through all mip-map levels, since already all assigned */
        i = This->levels;

      } else {
      if (i == 0) {
        if (This->surfaces[i]->textureName == 0) {
          glGenTextures(1, &This->surfaces[i]->textureName);
          checkGLcall("glGenTextures");
          TRACE("Texture %p (level %d) given name %d\n", This->surfaces[i], i, This->surfaces[i]->textureName);
        }
        
        glBindTexture(GL_TEXTURE_2D, This->surfaces[i]->textureName);
        checkGLcall("glBindTexture");
      }
      IDirect3DSurface8Impl_LoadTexture((LPDIRECT3DSURFACE8) This->surfaces[i], GL_TEXTURE_2D, i); 
      }
    }

    /* No longer dirty */
    This->Dirty = FALSE;

    /* 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->levels - 1);   
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
    checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->levels)");

    LEAVE_GL();

    return ;
}
D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    TRACE("(%p) : is %d \n", This, This->ResourceType);
    return This->ResourceType;
}

/* IDirect3DTexture8 IDirect3DBaseTexture8 Interface follow: */
DWORD    WINAPI        IDirect3DTexture8Impl_SetLOD(LPDIRECT3DTEXTURE8 iface, DWORD LODNew) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    FIXME("(%p) : stub\n", This);
    return 0;
}
DWORD    WINAPI        IDirect3DTexture8Impl_GetLOD(LPDIRECT3DTEXTURE8 iface) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    FIXME("(%p) : stub\n", This);
    return 0;
}
DWORD    WINAPI        IDirect3DTexture8Impl_GetLevelCount(LPDIRECT3DTEXTURE8 iface) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    TRACE("(%p) : returning %d\n", This, This->levels);
    return This->levels;
}

/* IDirect3DTexture8 */
HRESULT  WINAPI        IDirect3DTexture8Impl_GetLevelDesc(LPDIRECT3DTEXTURE8 iface, UINT Level, D3DSURFACE_DESC* pDesc) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;

    if (Level < This->levels) {
        TRACE("(%p) Level (%d)\n", This, Level);
        return IDirect3DSurface8Impl_GetDesc((LPDIRECT3DSURFACE8) This->surfaces[Level], pDesc);
    }
    FIXME("Levels seems too high?!!\n");
    return D3DERR_INVALIDCALL;
}
HRESULT  WINAPI        IDirect3DTexture8Impl_GetSurfaceLevel(LPDIRECT3DTEXTURE8 iface, UINT Level, IDirect3DSurface8** ppSurfaceLevel) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    *ppSurfaceLevel = (LPDIRECT3DSURFACE8)This->surfaces[Level];
    IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) This->surfaces[Level]);
    TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
    return D3D_OK;
}
HRESULT  WINAPI        IDirect3DTexture8Impl_LockRect(LPDIRECT3DTEXTURE8 iface, UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags) {
    HRESULT hr;
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    TRACE("(%p) Level (%d)\n", This, Level);
    if (Level < This->levels) {
        /**
       * Not dirtified while Surfaces don't notify dirtification
       * This->Dirty = TRUE;
       */
        hr = IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) This->surfaces[Level], pLockedRect, pRect, Flags);
        TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
    } else {
        FIXME("Levels seems too high?!!\n");
      return D3DERR_INVALIDCALL;
    }
    return hr;
}
HRESULT  WINAPI        IDirect3DTexture8Impl_UnlockRect(LPDIRECT3DTEXTURE8 iface, UINT Level) {
    HRESULT hr;
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    TRACE("(%p) Level (%d)\n", This, Level);
    if (Level < This->levels) {
        hr = IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) This->surfaces[Level]);
        TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
    } else {
        FIXME("Levels seems too high?!!\n");
      return D3DERR_INVALIDCALL;
    }
    return hr;
}
HRESULT  WINAPI        IDirect3DTexture8Impl_AddDirtyRect(LPDIRECT3DTEXTURE8 iface, CONST RECT* pDirtyRect) {
    IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
    This->Dirty = TRUE;
    TRACE("(%p) : dirtyfication of surface Level (0)\n", This);    
    return IDirect3DSurface8Impl_AddDirtyRect((LPDIRECT3DSURFACE8) This->surfaces[0], pDirtyRect);
}


IDirect3DTexture8Vtbl Direct3DTexture8_Vtbl =
{
    IDirect3DTexture8Impl_QueryInterface,
    IDirect3DTexture8Impl_AddRef,
    IDirect3DTexture8Impl_Release,
    IDirect3DTexture8Impl_GetDevice,
    IDirect3DTexture8Impl_SetPrivateData,
    IDirect3DTexture8Impl_GetPrivateData,
    IDirect3DTexture8Impl_FreePrivateData,
    IDirect3DTexture8Impl_SetPriority,
    IDirect3DTexture8Impl_GetPriority,
    IDirect3DTexture8Impl_PreLoad,
    IDirect3DTexture8Impl_GetType,
    IDirect3DTexture8Impl_SetLOD,
    IDirect3DTexture8Impl_GetLOD,
    IDirect3DTexture8Impl_GetLevelCount,
    IDirect3DTexture8Impl_GetLevelDesc,
    IDirect3DTexture8Impl_GetSurfaceLevel,
    IDirect3DTexture8Impl_LockRect,
    IDirect3DTexture8Impl_UnlockRect,
    IDirect3DTexture8Impl_AddDirtyRect

};

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