1 | /*
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2 | * IWineD3DTexture implementation
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3 | *
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4 | * Copyright 2002-2005 Jason Edmeades
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5 | * Copyright 2002-2005 Raphael Junqueira
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6 | * Copyright 2005 Oliver Stieber
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7 | * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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8 | *
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9 | * This library is free software; you can redistribute it and/or
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10 | * modify it under the terms of the GNU Lesser General Public
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11 | * License as published by the Free Software Foundation; either
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12 | * version 2.1 of the License, or (at your option) any later version.
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13 | *
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14 | * This library is distributed in the hope that it will be useful,
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15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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17 | * Lesser General Public License for more details.
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18 | *
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19 | * You should have received a copy of the GNU Lesser General Public
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20 | * License along with this library; if not, write to the Free Software
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21 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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22 | */
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23 |
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24 | /*
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25 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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26 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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27 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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28 | * a choice of LGPL license versions is made available with the language indicating
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29 | * that LGPLv2 or any later version may be used, or where a choice of which version
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30 | * of the LGPL is applied is otherwise unspecified.
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31 | */
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32 |
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33 | #include "config.h"
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34 | #include "wined3d_private.h"
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35 |
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36 | WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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37 | #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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38 |
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39 | /* *******************************************
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40 | IWineD3DTexture IUnknown parts follow
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41 | ******************************************* */
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42 | static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
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43 | {
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44 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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45 | TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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46 | if (IsEqualGUID(riid, &IID_IUnknown)
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47 | || IsEqualGUID(riid, &IID_IWineD3DBase)
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48 | || IsEqualGUID(riid, &IID_IWineD3DResource)
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49 | || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
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50 | || IsEqualGUID(riid, &IID_IWineD3DTexture)){
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51 | IUnknown_AddRef(iface);
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52 | *ppobj = This;
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53 | return WINED3D_OK;
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54 | }
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55 | *ppobj = NULL;
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56 | return E_NOINTERFACE;
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57 | }
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58 |
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59 | static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
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60 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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61 | TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
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62 | return InterlockedIncrement(&This->resource.ref);
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63 | }
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64 |
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65 | static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
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66 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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67 | ULONG ref;
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68 | TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
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69 | ref = InterlockedDecrement(&This->resource.ref);
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70 | if (ref == 0) {
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71 | IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
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72 | }
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73 | return ref;
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74 | }
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75 |
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76 |
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77 | /* ****************************************************
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78 | IWineD3DTexture IWineD3DResource parts follow
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79 | **************************************************** */
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80 | static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
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81 | return resource_get_device((IWineD3DResource *)iface, ppDevice);
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82 | }
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83 |
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84 | static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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85 | return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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86 | }
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87 |
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88 | static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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89 | return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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90 | }
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91 |
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92 | static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
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93 | return resource_free_private_data((IWineD3DResource *)iface, refguid);
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94 | }
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95 |
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96 | static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
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97 | return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
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98 | }
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99 |
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100 | static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
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101 | return resource_get_priority((IWineD3DResource *)iface);
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102 | }
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103 |
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104 | void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
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105 |
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106 | /* Override the IWineD3DResource PreLoad method */
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107 | unsigned int i;
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108 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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109 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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110 | BOOL srgb_mode;
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111 | BOOL *dirty;
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112 |
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113 | TRACE("(%p) : About to load texture\n", This);
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114 |
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115 | switch(srgb) {
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116 | case SRGB_RGB: srgb_mode = FALSE; break;
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117 | case SRGB_BOTH: texture_internal_preload(iface, SRGB_RGB);
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118 | case SRGB_SRGB: srgb_mode = TRUE; break;
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119 | /* DONTKNOW, and shut up the compiler */
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120 | default: srgb_mode = This->baseTexture.is_srgb; break;
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121 | }
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122 | dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
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123 |
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124 | if(!device->isInDraw) {
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125 | /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
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126 | * recursive calls
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127 | */
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128 | ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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129 | }
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130 |
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131 | if (This->resource.format_desc->format == WINED3DFMT_P8
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132 | || This->resource.format_desc->format == WINED3DFMT_A8P8)
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133 | {
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134 | for (i = 0; i < This->baseTexture.levels; i++) {
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135 | if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
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136 | TRACE("Reloading surface because the d3d8/9 palette was changed\n");
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137 | /* TODO: This is not necessarily needed with hw palettized texture support */
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138 | IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
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139 | /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
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140 | IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
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141 | }
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142 | }
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143 | }
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144 | /* 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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145 | if (*dirty) {
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146 | for (i = 0; i < This->baseTexture.levels; i++) {
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147 | IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
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148 | }
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149 | } else {
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150 | TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
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151 | }
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152 |
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153 | /* No longer dirty */
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154 | *dirty = FALSE;
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155 |
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156 | return ;
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157 | }
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158 |
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159 | static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
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160 | texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
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161 | }
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162 |
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163 | static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
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164 | unsigned int i;
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165 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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166 | TRACE("(%p)\n", This);
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167 |
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168 | /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
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169 | * surface before, this one will be a NOP and vice versa. Unloading an unloaded
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170 | * surface is fine
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171 | */
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172 | for (i = 0; i < This->baseTexture.levels; i++) {
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173 | IWineD3DSurface_UnLoad(This->surfaces[i]);
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174 | surface_set_texture_name(This->surfaces[i], 0, FALSE); /* Delete rgb name */
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175 | surface_set_texture_name(This->surfaces[i], 0, TRUE); /* delete srgb name */
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176 | }
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177 |
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178 | basetexture_unload((IWineD3DBaseTexture *)iface);
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179 | }
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180 |
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181 | static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
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182 | return resource_get_type((IWineD3DResource *)iface);
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183 | }
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184 |
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185 | static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
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186 | return resource_get_parent((IWineD3DResource *)iface, pParent);
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187 | }
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188 |
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189 | /* ******************************************************
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190 | IWineD3DTexture IWineD3DBaseTexture parts follow
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191 | ****************************************************** */
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192 | static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
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193 | return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
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194 | }
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195 |
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196 | static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
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197 | return basetexture_get_lod((IWineD3DBaseTexture *)iface);
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198 | }
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199 |
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200 | static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
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201 | return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
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202 | }
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203 |
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204 | static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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205 | return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
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206 | }
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207 |
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208 | static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
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209 | return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
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210 | }
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211 |
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212 | static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
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213 | basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
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214 | }
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215 |
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216 | /* Internal function, No d3d mapping */
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217 | static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
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218 | return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
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219 | }
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220 |
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221 | static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
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222 | return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
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223 | }
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224 |
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225 | static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
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226 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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227 | BOOL set_gl_texture_desc;
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228 | HRESULT hr;
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229 |
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230 | TRACE("(%p) : relay to BaseTexture\n", This);
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231 |
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232 | hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
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233 | if (set_gl_texture_desc && SUCCEEDED(hr)) {
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234 | UINT i;
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235 | for (i = 0; i < This->baseTexture.levels; ++i) {
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236 | if(This->baseTexture.is_srgb) {
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237 | surface_set_texture_name(This->surfaces[i], This->baseTexture.srgbTextureName, TRUE);
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238 | } else {
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239 | surface_set_texture_name(This->surfaces[i], This->baseTexture.textureName, FALSE);
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240 | }
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241 | }
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242 | /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
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243 | * 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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244 | * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
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245 | * 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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246 | */
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247 | if(IWineD3DBaseTexture_IsCondNP2(iface)) {
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248 | ENTER_GL();
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249 | glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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250 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
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251 | glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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252 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
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253 | glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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254 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
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255 | glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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256 | checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
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257 | LEAVE_GL();
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258 | This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP;
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259 | This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP;
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260 | This->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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261 | This->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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262 | This->baseTexture.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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263 | }
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264 | }
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265 |
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266 | return hr;
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267 | }
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268 |
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269 | static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
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270 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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271 | TRACE("(%p)\n", This);
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272 |
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273 | return This->target;
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274 | }
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275 |
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276 | static BOOL WINAPI IWineD3DTextureImpl_IsCondNP2(IWineD3DTexture *iface) {
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277 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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278 | TRACE("(%p)\n", This);
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279 |
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280 | return This->cond_np2;
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281 | }
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282 |
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283 | static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
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284 | const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
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285 | const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
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286 | TRACE("(%p) : relay to BaseTexture\n", iface);
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287 | basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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288 | }
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289 |
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290 | /* *******************************************
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291 | IWineD3DTexture IWineD3DTexture parts follow
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292 | ******************************************* */
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293 | static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
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294 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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295 | unsigned int i;
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296 |
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297 | TRACE("(%p) : Cleaning up\n",This);
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298 | for (i = 0; i < This->baseTexture.levels; i++) {
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299 | if (This->surfaces[i] != NULL) {
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300 | /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
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301 | surface_set_texture_name(This->surfaces[i], 0, TRUE);
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302 | surface_set_texture_name(This->surfaces[i], 0, FALSE);
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303 | surface_set_texture_target(This->surfaces[i], 0);
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304 | IWineD3DSurface_SetContainer(This->surfaces[i], 0);
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305 | D3DCB_DestroySurface(This->surfaces[i]);
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306 | }
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307 | }
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308 | TRACE("(%p) : cleaning up base texture\n", This);
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309 | basetexture_cleanup((IWineD3DBaseTexture *)iface);
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310 | /* free the object */
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311 | HeapFree(GetProcessHeap(), 0, This);
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312 | }
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313 |
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314 | static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
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315 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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316 |
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317 | if (Level < This->baseTexture.levels) {
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318 | TRACE("(%p) Level (%d)\n", This, Level);
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319 | return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
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320 | }
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321 | WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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322 | return WINED3DERR_INVALIDCALL;
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323 | }
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324 |
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325 | static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
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326 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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327 | HRESULT hr = WINED3DERR_INVALIDCALL;
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328 |
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329 | if (Level < This->baseTexture.levels) {
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330 | *ppSurfaceLevel = This->surfaces[Level];
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331 | IWineD3DSurface_AddRef(This->surfaces[Level]);
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332 | hr = WINED3D_OK;
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333 | TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
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334 | }
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335 | if (WINED3D_OK != hr) {
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336 | WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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337 | *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
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338 | }
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339 | return hr;
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340 | }
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341 |
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342 | static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
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343 | CONST RECT *pRect, DWORD Flags) {
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344 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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345 | HRESULT hr = WINED3DERR_INVALIDCALL;
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346 |
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347 | if (Level < This->baseTexture.levels) {
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348 | hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
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349 | }
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350 | if (WINED3D_OK == hr) {
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351 | TRACE("(%p) Level (%d) success\n", This, Level);
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352 | } else {
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353 | WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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354 | }
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355 |
|
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356 | return hr;
|
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357 | }
|
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358 |
|
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359 | static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
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360 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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361 | HRESULT hr = WINED3DERR_INVALIDCALL;
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362 |
|
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363 | if (Level < This->baseTexture.levels) {
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364 | hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
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365 | }
|
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366 | if ( WINED3D_OK == hr) {
|
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367 | TRACE("(%p) Level (%d) success\n", This, Level);
|
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368 | } else {
|
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369 | WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
|
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370 | }
|
---|
371 | return hr;
|
---|
372 | }
|
---|
373 |
|
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374 | static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
|
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375 | IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
|
---|
376 | This->baseTexture.dirty = TRUE;
|
---|
377 | This->baseTexture.srgbDirty = TRUE;
|
---|
378 | TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
|
---|
379 | surface_add_dirty_rect(This->surfaces[0], pDirtyRect);
|
---|
380 |
|
---|
381 | return WINED3D_OK;
|
---|
382 | }
|
---|
383 |
|
---|
384 | const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
|
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385 | {
|
---|
386 | /* IUnknown */
|
---|
387 | IWineD3DTextureImpl_QueryInterface,
|
---|
388 | IWineD3DTextureImpl_AddRef,
|
---|
389 | IWineD3DTextureImpl_Release,
|
---|
390 | /* IWineD3DResource */
|
---|
391 | IWineD3DTextureImpl_GetParent,
|
---|
392 | IWineD3DTextureImpl_GetDevice,
|
---|
393 | IWineD3DTextureImpl_SetPrivateData,
|
---|
394 | IWineD3DTextureImpl_GetPrivateData,
|
---|
395 | IWineD3DTextureImpl_FreePrivateData,
|
---|
396 | IWineD3DTextureImpl_SetPriority,
|
---|
397 | IWineD3DTextureImpl_GetPriority,
|
---|
398 | IWineD3DTextureImpl_PreLoad,
|
---|
399 | IWineD3DTextureImpl_UnLoad,
|
---|
400 | IWineD3DTextureImpl_GetType,
|
---|
401 | /* IWineD3DBaseTexture */
|
---|
402 | IWineD3DTextureImpl_SetLOD,
|
---|
403 | IWineD3DTextureImpl_GetLOD,
|
---|
404 | IWineD3DTextureImpl_GetLevelCount,
|
---|
405 | IWineD3DTextureImpl_SetAutoGenFilterType,
|
---|
406 | IWineD3DTextureImpl_GetAutoGenFilterType,
|
---|
407 | IWineD3DTextureImpl_GenerateMipSubLevels,
|
---|
408 | IWineD3DTextureImpl_SetDirty,
|
---|
409 | IWineD3DTextureImpl_GetDirty,
|
---|
410 | IWineD3DTextureImpl_BindTexture,
|
---|
411 | IWineD3DTextureImpl_GetTextureDimensions,
|
---|
412 | IWineD3DTextureImpl_IsCondNP2,
|
---|
413 | IWineD3DTextureImpl_ApplyStateChanges,
|
---|
414 | /* IWineD3DTexture */
|
---|
415 | IWineD3DTextureImpl_Destroy,
|
---|
416 | IWineD3DTextureImpl_GetLevelDesc,
|
---|
417 | IWineD3DTextureImpl_GetSurfaceLevel,
|
---|
418 | IWineD3DTextureImpl_LockRect,
|
---|
419 | IWineD3DTextureImpl_UnlockRect,
|
---|
420 | IWineD3DTextureImpl_AddDirtyRect
|
---|
421 | };
|
---|