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📄 basetexture.c

📁 这是一个开放源代码的与WINNT/WIN2K/WIN2003兼容的操作系统
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/*
 * IWineD3DBaseTexture Implementation
 *
 * Copyright 2002-2004 Jason Edmeades
 * Copyright 2002-2004 Raphael Junqueira
 * Copyright 2005 Oliver Stieber
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

#include "config.h"
#include "wined3d_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info

/* *******************************************
   IWineD3DBaseTexture IUnknown parts follow
   ******************************************* */
HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
{
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
    if (IsEqualGUID(riid, &IID_IUnknown)
        || IsEqualGUID(riid, &IID_IWineD3DBase)
        || IsEqualGUID(riid, &IID_IWineD3DResource)
        || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)) {
        IUnknown_AddRef(iface);
        *ppobj = This;
        return S_OK;
    }
    *ppobj = NULL;
    return E_NOINTERFACE;
}

ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) {
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    ULONG ref = InterlockedIncrement(&This->resource.ref);

    TRACE("(%p) : AddRef increasing from %d\n", This,ref - 1);
    return ref;
}

ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) {
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    ULONG ref = InterlockedDecrement(&This->resource.ref);
    TRACE("(%p) : Releasing from %d\n", This, ref + 1);
    if (ref == 0) {
        IWineD3DBaseTextureImpl_CleanUp(iface);
        HeapFree(GetProcessHeap(), 0, This);
    }
    return ref;
}

/* class static */
void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;

    TRACE("(%p) : textureName(%d)\n", This, This->baseTexture.textureName);
    if (This->baseTexture.textureName != 0) {
        ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
        ENTER_GL();
        TRACE("(%p) : Deleting texture %d\n", This, This->baseTexture.textureName);
        glDeleteTextures(1, &This->baseTexture.textureName);
        LEAVE_GL();
    }
    IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
}

/* ****************************************************
   IWineD3DBaseTexture IWineD3DResource parts follow
   **************************************************** */
HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) {
    return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}

HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
    return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}

HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
    return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}

HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) {
    return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}

DWORD    WINAPI        IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) {
    return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}

DWORD    WINAPI        IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) {
    return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}

void     WINAPI        IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) {
    IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
}

WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) {
    return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}

HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) {
    return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}

/* ******************************************************
   IWineD3DBaseTexture IWineD3DBaseTexture parts follow
   ****************************************************** */

/* There is no OpenGL equivilent of setLOD, getLOD, all they do it priortise testure loading
 * so just pretend that they work unless something really needs a failure. */
DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;

    if (This->resource.pool != WINED3DPOOL_MANAGED) {
        return  WINED3DERR_INVALIDCALL;
    }

    if(LODNew >= This->baseTexture.levels)
        LODNew = This->baseTexture.levels - 1;
     This->baseTexture.LOD = LODNew;

    TRACE("(%p) : set bogus LOD to %d\n", This, This->baseTexture.LOD);

    return This->baseTexture.LOD;
}

DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;

    if (This->resource.pool != WINED3DPOOL_MANAGED) {
        return  WINED3DERR_INVALIDCALL;
    }

    TRACE("(%p) : returning %d\n", This, This->baseTexture.LOD);

    return This->baseTexture.LOD;
}

DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
    return This->baseTexture.levels;
}

HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
  IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;

  if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
      TRACE("(%p) : returning invalid call\n", This);
      return WINED3DERR_INVALIDCALL;
  }
  This->baseTexture.filterType = FilterType;
  TRACE("(%p) :\n", This);
  return WINED3D_OK;
}

WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
  IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
  FIXME("(%p) : stub\n", This);
  if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
     return WINED3DTEXF_NONE;
  }
  return This->baseTexture.filterType;
}

void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
  IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
  /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
  FIXME("(%p) : stub\n", This);
  return ;
}

/* Internal function, No d3d mapping */
BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
    BOOL old;
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    old = This->baseTexture.dirty;
    This->baseTexture.dirty = dirty;
    return old;
}

BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    return This->baseTexture.dirty;
}

HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
    IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
    HRESULT hr = WINED3D_OK;
    UINT textureDimensions;
    BOOL isNewTexture = FALSE;
    TRACE("(%p) : About to bind texture\n", This);

    textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
    ENTER_GL();
    /* Generate a texture name if we don't already have one */
    if (This->baseTexture.textureName == 0) {
        glGenTextures(1, &This->baseTexture.textureName);
        checkGLcall("glGenTextures");
        TRACE("Generated texture %d\n", This->baseTexture.textureName);
        if (This->resource.pool == WINED3DPOOL_DEFAULT) {
            /* Tell opengl to try and keep this texture in video ram (well mostly) */
            GLclampf tmp;
            tmp = 0.9f;
            glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);

        }
        /* Initialise the state of the texture object
        to the openGL defaults, not the directx defaults */
        This->baseTexture.states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_WRAP;
        This->baseTexture.states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_WRAP;
        This->baseTexture.states[WINED3DTEXSTA_ADDRESSW]      = WINED3DTADDRESS_WRAP;
        This->baseTexture.states[WINED3DTEXSTA_BORDERCOLOR]   = 0;
        This->baseTexture.states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_LINEAR;
        This->baseTexture.states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */
        This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */

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