wine/dlls/ddraw/d3dtexture.c
Lionel Ulmer 1213c17489 - rewrote a little bit the state magagement to remove the RenderState
stucture and use only the state_block code
 - factorize some code between interface revisions
 - fix some smalls bugs
2003-01-07 23:08:31 +00:00

846 lines
30 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 <string.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#include "windef.h"
#include "winerror.h"
#include "objbase.h"
#include "ddraw.h"
#include "d3d.h"
#include "wine/debug.h"
#include "mesa_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
/* Define this if you want to save to a file all the textures used by a game
(can be funny to see how they managed to cram all the pictures in
texture memory) */
#undef TEXTURE_SNOOP
#ifdef TEXTURE_SNOOP
#include <stdio.h>
static void
snoop_texture(IDirectDrawSurfaceImpl *This) {
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
char buf[128];
FILE *f;
sprintf(buf, "tex_%05d.pnm", glThis->tex_name);
f = fopen(buf, "wb");
DDRAW_dump_surface_to_disk(This, f);
}
#else
#define snoop_texture(a)
#endif
/*******************************************************************************
* IDirectSurface callback methods
*/
HRESULT
gltex_upload_texture(IDirectDrawSurfaceImpl *This) {
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
#if 0
static BOOL color_table_queried = FALSE;
#endif
void (*ptr_ColorTableEXT) (GLenum target, GLenum internalformat,
GLsizei width, GLenum format, GLenum type, const GLvoid *table) = NULL;
BOOL upload_done = FALSE;
BOOL error = FALSE;
GLenum format = GL_RGBA, pixel_format = GL_UNSIGNED_BYTE; /* This is only to prevent warnings.. */
VOID *surface = NULL;
DDSURFACEDESC *src_d = (DDSURFACEDESC *)&(This->surface_desc);
glBindTexture(GL_TEXTURE_2D, glThis->tex_name);
if (glThis->dirty_flag == FALSE) {
TRACE(" activating OpenGL texture id %d.\n", glThis->tex_name);
return DD_OK;
} else {
TRACE(" activating and uploading texture id %d (initial done = %d).\n", glThis->tex_name, glThis->initial_upload_done);
}
/* Texture snooping for the curious :-) */
snoop_texture(This);
if (src_d->ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
/* ****************
Paletted Texture
**************** */
IDirectDrawPaletteImpl* pal = This->palette;
BYTE table[256][4];
int i;
#if 0
if (color_table_queried == FALSE) {
ptr_ColorTableEXT =
((Mesa_DeviceCapabilities *) ((x11_dd_private *) This->surface->s.ddraw->d->private)->device_capabilities)->ptr_ColorTableEXT;
}
#endif
if (pal == NULL) {
/* Upload a black texture. The real one will be uploaded on palette change */
WARN("Palettized texture Loading with a NULL palette !\n");
memset(table, 0, 256 * 4);
} else {
/* Get the surface's palette */
for (i = 0; i < 256; i++) {
table[i][0] = pal->palents[i].peRed;
table[i][1] = pal->palents[i].peGreen;
table[i][2] = pal->palents[i].peBlue;
if ((src_d->dwFlags & DDSD_CKSRCBLT) &&
(i >= src_d->ddckCKSrcBlt.dwColorSpaceLowValue) &&
(i <= src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
/* We should maybe here put a more 'neutral' color than the standard bright purple
one often used by application to prevent the nice purple borders when bi-linear
filtering is on */
table[i][3] = 0x00;
else
table[i][3] = 0xFF;
}
}
if (ptr_ColorTableEXT != NULL) {
/* use Paletted Texture Extension */
ptr_ColorTableEXT(GL_TEXTURE_2D, /* target */
GL_RGBA, /* internal format */
256, /* table size */
GL_RGBA, /* table format */
GL_UNSIGNED_BYTE, /* table type */
table); /* the color table */
glTexImage2D(GL_TEXTURE_2D, /* target */
This->mipmap_level, /* level */
GL_COLOR_INDEX8_EXT, /* internal format */
src_d->dwWidth, src_d->dwHeight, /* width, height */
0, /* border */
GL_COLOR_INDEX, /* texture format */
GL_UNSIGNED_BYTE, /* texture type */
src_d->lpSurface); /* the texture */
upload_done = TRUE;
} else {
DWORD i;
BYTE *src = (BYTE *) src_d->lpSurface, *dst;
surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(DWORD));
dst = (BYTE *) surface;
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
BYTE color = *src++;
*dst++ = table[color][0];
*dst++ = table[color][1];
*dst++ = table[color][2];
*dst++ = table[color][3];
}
format = GL_RGBA;
pixel_format = GL_UNSIGNED_BYTE;
}
} else if (src_d->ddpfPixelFormat.dwFlags & DDPF_RGB) {
/* ************
RGB Textures
************ */
if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 8) {
if ((src_d->ddpfPixelFormat.u2.dwRBitMask == 0xE0) &&
(src_d->ddpfPixelFormat.u3.dwGBitMask == 0x1C) &&
(src_d->ddpfPixelFormat.u4.dwBBitMask == 0x03)) {
/* **********************
GL_UNSIGNED_BYTE_3_3_2
********************** */
if (src_d->dwFlags & DDSD_CKSRCBLT) {
/* This texture format will never be used.. So do not care about color keying
up until the point in time it will be needed :-) */
error = TRUE;
} else {
format = GL_RGB;
pixel_format = GL_UNSIGNED_BYTE_3_3_2;
}
} else {
error = TRUE;
}
} else if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 16) {
if ((src_d->ddpfPixelFormat.u2.dwRBitMask == 0xF800) &&
(src_d->ddpfPixelFormat.u3.dwGBitMask == 0x07E0) &&
(src_d->ddpfPixelFormat.u4.dwBBitMask == 0x001F) &&
(src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x0000)) {
if (src_d->dwFlags & DDSD_CKSRCBLT) {
/* Converting the 565 format in 5551 packed to emulate color-keying.
Note : in all these conversion, it would be best to average the averaging
pixels to get the color of the pixel that will be color-keyed to
prevent 'color bleeding'. This will be done later on if ever it is
too visible.
Note2: when using color-keying + alpha, are the alpha bits part of the
color-space or not ?
*/
DWORD i;
WORD *src = (WORD *) src_d->lpSurface, *dst;
surface = (WORD *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(WORD));
dst = (WORD *) surface;
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
WORD color = *src++;
*dst = ((color & 0xFFC0) | ((color & 0x1F) << 1));
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= 0x0001;
dst++;
}
format = GL_RGBA;
pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
} else {
format = GL_RGB;
pixel_format = GL_UNSIGNED_SHORT_5_6_5;
}
} else if ((src_d->ddpfPixelFormat.u2.dwRBitMask == 0xF800) &&
(src_d->ddpfPixelFormat.u3.dwGBitMask == 0x07C0) &&
(src_d->ddpfPixelFormat.u4.dwBBitMask == 0x003E) &&
(src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x0001)) {
format = GL_RGBA;
pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
if (src_d->dwFlags & DDSD_CKSRCBLT) {
/* Change the alpha value of the color-keyed pixels to emulate color-keying. */
DWORD i;
WORD *src = (WORD *) src_d->lpSurface, *dst;
surface = (WORD *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(WORD));
dst = (WORD *) surface;
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
WORD color = *src++;
*dst = color & 0xFFFE;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= color & 0x0001;
dst++;
}
}
} else if ((src_d->ddpfPixelFormat.u2.dwRBitMask == 0xF000) &&
(src_d->ddpfPixelFormat.u3.dwGBitMask == 0x0F00) &&
(src_d->ddpfPixelFormat.u4.dwBBitMask == 0x00F0) &&
(src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x000F)) {
format = GL_RGBA;
pixel_format = GL_UNSIGNED_SHORT_4_4_4_4;
if (src_d->dwFlags & DDSD_CKSRCBLT) {
/* Change the alpha value of the color-keyed pixels to emulate color-keying. */
DWORD i;
WORD *src = (WORD *) src_d->lpSurface, *dst;
surface = (WORD *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(WORD));
dst = (WORD *) surface;
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
WORD color = *src++;
*dst = color & 0xFFF0;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= color & 0x000F;
dst++;
}
}
} else if ((src_d->ddpfPixelFormat.u2.dwRBitMask == 0x0F00) &&
(src_d->ddpfPixelFormat.u3.dwGBitMask == 0x00F0) &&
(src_d->ddpfPixelFormat.u4.dwBBitMask == 0x000F) &&
(src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0xF000)) {
/* Move the four Alpha bits... */
DWORD i;
WORD *src = (WORD *) src_d->lpSurface, *dst;
surface = (WORD *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(WORD));
dst = surface;
if (src_d->dwFlags & DDSD_CKSRCBLT) {
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
WORD color = *src++;
*dst = (color & 0x0FFF) << 4;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= (color & 0xF000) >> 12;
dst++;
}
} else {
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
WORD color = *src++;
*dst++ = (((color & 0x0FFF) << 4) |
((color & 0xF000) >> 12));
}
}
format = GL_RGBA;
pixel_format = GL_UNSIGNED_SHORT_4_4_4_4;
} else if ((src_d->ddpfPixelFormat.u2.dwRBitMask == 0x7C00) &&
(src_d->ddpfPixelFormat.u3.dwGBitMask == 0x03E0) &&
(src_d->ddpfPixelFormat.u4.dwBBitMask == 0x001F) &&
(src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x8000)) {
/* Converting the 1555 format in 5551 packed */
DWORD i;
WORD *src = (WORD *) src_d->lpSurface, *dst;
surface = (WORD *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(WORD));
dst = (WORD *) surface;
if (src_d->dwFlags & DDSD_CKSRCBLT) {
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
WORD color = *src++;
*dst = (color & 0x7FFF) << 1;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= (color & 0x8000) >> 15;
dst++;
}
} else {
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
WORD color = *src++;
*dst++ = (((color & 0x7FFF) << 1) |
((color & 0x8000) >> 15));
}
}
format = GL_RGBA;
pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
} else {
error = TRUE;
}
} else if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 24) {
if ((src_d->ddpfPixelFormat.u2.dwRBitMask == 0x00FF0000) &&
(src_d->ddpfPixelFormat.u3.dwGBitMask == 0x0000FF00) &&
(src_d->ddpfPixelFormat.u4.dwBBitMask == 0x000000FF) &&
(src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000)) {
if (src_d->dwFlags & DDSD_CKSRCBLT) {
/* This is a pain :-) */
DWORD i;
BYTE *src = (BYTE *) src_d->lpSurface;
DWORD *dst;
surface = (DWORD *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(DWORD));
dst = (DWORD *) surface;
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
DWORD color = *((DWORD *) src) & 0x00FFFFFF;
src += 3;
*dst = *src++ << 8;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= 0xFF;
dst++;
}
format = GL_RGBA;
pixel_format = GL_UNSIGNED_INT_8_8_8_8;
} else {
format = GL_BGR;
pixel_format = GL_UNSIGNED_BYTE;
}
} else {
error = TRUE;
}
} else if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 32) {
if ((src_d->ddpfPixelFormat.u2.dwRBitMask == 0xFF000000) &&
(src_d->ddpfPixelFormat.u3.dwGBitMask == 0x00FF0000) &&
(src_d->ddpfPixelFormat.u4.dwBBitMask == 0x0000FF00) &&
(src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x000000FF)) {
if (src_d->dwFlags & DDSD_CKSRCBLT) {
/* Just use the alpha component to handle color-keying... */
DWORD i;
DWORD *src = (DWORD *) src_d->lpSurface, *dst;
surface = (DWORD *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(DWORD));
dst = (DWORD *) surface;
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
DWORD color = *src++;
*dst = color & 0xFFFFFF00;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= color & 0x000000FF;
dst++;
}
}
format = GL_RGBA;
pixel_format = GL_UNSIGNED_INT_8_8_8_8;
} else if ((src_d->ddpfPixelFormat.u2.dwRBitMask == 0x00FF0000) &&
(src_d->ddpfPixelFormat.u3.dwGBitMask == 0x0000FF00) &&
(src_d->ddpfPixelFormat.u4.dwBBitMask == 0x000000FF) &&
(src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000)) {
/* Just add an alpha component and handle color-keying... */
DWORD i;
DWORD *src = (DWORD *) src_d->lpSurface, *dst;
surface = (DWORD *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(DWORD));
dst = (DWORD *) surface;
if (src_d->dwFlags & DDSD_CKSRCBLT) {
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
DWORD color = *src++;
*dst = color << 8;
if ((color < src_d->ddckCKSrcBlt.dwColorSpaceLowValue) ||
(color > src_d->ddckCKSrcBlt.dwColorSpaceHighValue))
*dst |= 0xFF;
dst++;
}
} else {
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
*dst++ = (*src++ << 8) | 0xFF;
}
}
format = GL_RGBA;
pixel_format = GL_UNSIGNED_INT_8_8_8_8;
} else {
error = TRUE;
}
} else {
error = TRUE;
}
} else {
error = TRUE;
}
if ((upload_done == FALSE) && (error == FALSE)) {
if (glThis->initial_upload_done == FALSE) {
glTexImage2D(GL_TEXTURE_2D,
This->mipmap_level,
format,
src_d->dwWidth, src_d->dwHeight,
0,
format,
pixel_format,
surface == NULL ? src_d->lpSurface : surface);
glThis->initial_upload_done = TRUE;
} else {
glTexSubImage2D(GL_TEXTURE_2D,
This->mipmap_level,
0, 0,
src_d->dwWidth, src_d->dwHeight,
format,
pixel_format,
surface == NULL ? src_d->lpSurface : surface);
}
if (surface) HeapFree(GetProcessHeap(), 0, surface);
} else if (error == TRUE) {
if (ERR_ON(ddraw)) {
ERR("Unsupported pixel format for textures : \n");
DDRAW_dump_pixelformat(&src_d->ddpfPixelFormat);
}
}
glThis->dirty_flag = FALSE;
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;
glThis->dirty_flag = TRUE;
return DD_OK;
}
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;
/* First call the previous set_palette function */
glThis->set_palette(This, pal);
/* And set the dirty flag */
glThis->dirty_flag = TRUE;
}
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();
/* 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 = TRUE;
}
HRESULT WINAPI
GL_IDirect3DTextureImpl_2_1T_Load(LPDIRECT3DTEXTURE2 iface,
LPDIRECT3DTEXTURE2 lpD3DTexture2)
{
ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture2, iface);
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
IDirectDrawSurfaceImpl *lpD3DTextureImpl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirect3DTexture2, lpD3DTexture2);
DWORD mem_used;
DDSURFACEDESC *src_d, *dst_d;
HRESULT ret_value = D3D_OK;
TRACE("(%p/%p)->(%p)\n", This, iface, lpD3DTexture2);
if (glThis != NULL) {
if (glThis->loaded == FALSE) {
/* Only check memory for not already loaded texture... */
mem_used = This->surface_desc.dwHeight *
This->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;
}
}
glThis->loaded = TRUE;
}
TRACE("Copied surface %p to surface %p\n", lpD3DTextureImpl, This);
if ( This->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 ( !(This->surface_desc.ddsCaps.dwCaps & (DDSCAPS_SYSTEMMEMORY|DDSCAPS_VIDEOMEMORY)) )
This->surface_desc.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY;
/* Suppress the ALLOCONLOAD flag */
This->surface_desc.ddsCaps.dwCaps &= ~DDSCAPS_ALLOCONLOAD;
/* After seeing some logs, not sure at all about this... */
if (This->palette == NULL) {
This->palette = lpD3DTextureImpl->palette;
if (lpD3DTextureImpl->palette != NULL) IDirectDrawPalette_AddRef(ICOM_INTERFACE(lpD3DTextureImpl->palette,
IDirectDrawPalette));
} else {
if (lpD3DTextureImpl->palette != NULL) {
PALETTEENTRY palent[256];
IDirectDrawPalette *pal_int = ICOM_INTERFACE(lpD3DTextureImpl->palette, IDirectDrawPalette);
IDirectDrawPalette_GetEntries(pal_int, 0, 0, 256, palent);
IDirectDrawPalette_SetEntries(ICOM_INTERFACE(This->palette, IDirectDrawPalette),
0, 0, 256, palent);
}
}
/* Copy one surface on the other */
dst_d = (DDSURFACEDESC *)&(This->surface_desc);
src_d = (DDSURFACEDESC *)&(lpD3DTextureImpl->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. */
memcpy(dst_d->lpSurface, src_d->lpSurface, src_d->u1.lPitch * src_d->dwHeight);
if (glThis != NULL) {
/* If the GetHandle was not done, it is an error... */
if (glThis->tex_name == 0) ERR("Unbound GL texture !!!\n");
/* Set this texture as dirty */
glThis->dirty_flag = TRUE;
}
}
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
ICOM_VTABLE(IDirect3DTexture2) VTABLE_IDirect3DTexture2 =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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
ICOM_VTABLE(IDirect3DTexture) VTABLE_IDirect3DTexture =
{
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
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(IDirect3DImpl *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;
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->tex_private = private;
surf->aux_setcolorkey_cb = gltex_setcolorkey_cb;
surf->set_palette = gltex_set_palette;
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 created for surface %p (private data at %p and GL id %d).\n", surf, private, private->tex_name);
} else {
private->tex_name = ((IDirect3DTextureGLImpl *) (main->tex_private))->tex_name;
TRACE(" GL texture created for surface %p (private data at %p and GL id reusing id %d from surface %p (%p)).\n",
surf, private, private->tex_name, main, main->tex_private);
}
LEAVE_GL();
/* And set the dirty flag accordingly */
private->dirty_flag = (at_creation == FALSE);
private->initial_upload_done = FALSE;
}
return D3D_OK;
}