📄 texture.c
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static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p) : relay to BaseTexture\n", This);
return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p) : relay to BaseTexture\n", This);
return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
}
static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
TRACE("(%p)\n", This);
return GL_TEXTURE_2D;
}
static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
float matrix[16];
IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
/** non-power2 fixups using texture matrix **/
if(This->pow2scalingFactorX != 1.0f || This->pow2scalingFactorY != 1.0f) {
/* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
if(((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU) &&
(~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
glMatrixMode(GL_TEXTURE);
memset(matrix, 0 , sizeof(matrix));
matrix[0] = This->pow2scalingFactorX;
matrix[5] = This->pow2scalingFactorY;
#if 0 /* this isn't needed any more, I changed the translation in drawprim.c to 0.9/width instead of 1/width and everything lines up ok. left here as a reminder */
matrix[12] = -0.25f / (float)This->width;
matrix[13] = -0.75f / (float)This->height;
#endif
matrix[10] = 1;
matrix[15] = 1;
TRACE("(%p) Setup Matrix:\n", This);
TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
TRACE("\n");
glMultMatrixf(matrix);
} else {
/* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
FIXME("Non-power2 texture being used with generated texture coords\n");
}
}
}
/* *******************************************
IWineD3DTexture IWineD3DTexture parts follow
******************************************* */
static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
int i;
TRACE("(%p) : Cleaning up\n",This);
for (i = 0; i < This->baseTexture.levels; i++) {
if (This->surfaces[i] != NULL) {
/* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
IWineD3DSurface_SetContainer(This->surfaces[i], 0);
D3DCB_DestroySurface(This->surfaces[i]);
}
}
TRACE("(%p) : cleaning up base texture\n", This);
IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
/* free the object */
HeapFree(GetProcessHeap(), 0, This);
}
static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
TRACE("(%p) Level (%d)\n", This, Level);
return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
}
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return WINED3DERR_INVALIDCALL;
}
static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels) {
*ppSurfaceLevel = This->surfaces[Level];
IWineD3DSurface_AddRef((IWineD3DSurface*) This->surfaces[Level]);
hr = WINED3D_OK;
TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
}
if (WINED3D_OK != hr) {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
*ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect, DWORD Flags) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels) {
hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
}
if (WINED3D_OK == hr) {
TRACE("(%p) Level (%d) success\n", This, Level);
} else {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels) {
hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
}
if ( WINED3D_OK == hr) {
TRACE("(%p) Level (%d) success\n", This, Level);
} else {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
}
const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
{
/* IUnknown */
IWineD3DTextureImpl_QueryInterface,
IWineD3DTextureImpl_AddRef,
IWineD3DTextureImpl_Release,
/* IWineD3DResource */
IWineD3DTextureImpl_GetParent,
IWineD3DTextureImpl_GetDevice,
IWineD3DTextureImpl_SetPrivateData,
IWineD3DTextureImpl_GetPrivateData,
IWineD3DTextureImpl_FreePrivateData,
IWineD3DTextureImpl_SetPriority,
IWineD3DTextureImpl_GetPriority,
IWineD3DTextureImpl_PreLoad,
IWineD3DTextureImpl_GetType,
/* IWineD3DBaseTexture */
IWineD3DTextureImpl_SetLOD,
IWineD3DTextureImpl_GetLOD,
IWineD3DTextureImpl_GetLevelCount,
IWineD3DTextureImpl_SetAutoGenFilterType,
IWineD3DTextureImpl_GetAutoGenFilterType,
IWineD3DTextureImpl_GenerateMipSubLevels,
IWineD3DTextureImpl_SetDirty,
IWineD3DTextureImpl_GetDirty,
IWineD3DTextureImpl_BindTexture,
IWineD3DTextureImpl_UnBindTexture,
IWineD3DTextureImpl_GetTextureDimensions,
IWineD3DTextureImpl_ApplyStateChanges,
/* IWineD3DTexture */
IWineD3DTextureImpl_Destroy,
IWineD3DTextureImpl_GetLevelDesc,
IWineD3DTextureImpl_GetSurfaceLevel,
IWineD3DTextureImpl_LockRect,
IWineD3DTextureImpl_UnlockRect,
IWineD3DTextureImpl_AddDirtyRect
};
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