wine-wine/dlls/ddraw/d3dtexture.c

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/* 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>
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#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>
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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_setcolorkey_cb(IDirectDrawSurfaceImpl *texture, DWORD dwFlags, LPDDCOLORKEY ckey )
{
DDSURFACEDESC *tex_d;
GLuint current_texture;
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) texture->tex_private;
TRACE("(%p) : colorkey callback\n", texture);
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/* Get the texture description */
tex_d = (DDSURFACEDESC *)&(texture->surface_desc);
/* Now, save the current texture */
ENTER_GL();
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
if (glThis->tex_name == 0) ERR("Unbound GL texture !!!\n");
glBindTexture(GL_TEXTURE_2D, glThis->tex_name);
if (tex_d->ddpfPixelFormat.dwFlags & DDPF_PALETTEINDEXED8) {
FIXME("Todo Paletted\n");
} else if (tex_d->ddpfPixelFormat.dwFlags & DDPF_RGB) {
if (tex_d->ddpfPixelFormat.u1.dwRGBBitCount == 8) {
FIXME("Todo 3_3_2_0\n");
} else if (tex_d->ddpfPixelFormat.u1.dwRGBBitCount == 16) {
if (tex_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000) {
/* Now transform the 5_6_5 into a 5_5_5_1 surface to support color keying */
unsigned short *dest = (unsigned short *) HeapAlloc(GetProcessHeap(),
HEAP_ZERO_MEMORY,
tex_d->u1.lPitch * tex_d->dwHeight);
unsigned short *src = (unsigned short *) tex_d->lpSurface;
int x, y;
for (y = 0; y < tex_d->dwHeight; y++) {
for (x = 0; x < tex_d->dwWidth; x++) {
unsigned short cpixel = src[x + y * tex_d->dwWidth];
if ((dwFlags & DDCKEY_SRCBLT) &&
(cpixel >= ckey->dwColorSpaceLowValue) &&
(cpixel <= ckey->dwColorSpaceHighValue)) /* No alpha bit => this pixel is transparent */
dest[x + y * tex_d->dwWidth] = (cpixel & ~0x003F) | ((cpixel & 0x001F) << 1) | 0x0000;
else /* Alpha bit is set => this pixel will be seen */
dest[x + y * tex_d->dwWidth] = (cpixel & ~0x003F) | ((cpixel & 0x001F) << 1) | 0x0001;
}
}
glTexSubImage2D(GL_TEXTURE_2D,
texture->mipmap_level,
0, 0,
tex_d->dwWidth, tex_d->dwHeight,
GL_RGBA,
GL_UNSIGNED_SHORT_5_5_5_1,
dest);
/* Frees the temporary surface */
HeapFree(GetProcessHeap(),0,dest);
} else if (tex_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000001) {
FIXME("Todo 5_5_5_1\n");
} else if (tex_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x0000000F) {
FIXME("Todo 4_4_4_4\n");
} else {
ERR("Unhandled texture format (bad Aplha channel for a 16 bit texture)\n");
}
} else if (tex_d->ddpfPixelFormat.u1.dwRGBBitCount == 24) {
FIXME("Todo 8_8_8_0\n");
} else if (tex_d->ddpfPixelFormat.u1.dwRGBBitCount == 32) {
FIXME("Todo 8_8_8_8\n");
} else {
ERR("Unhandled texture format (bad RGB count)\n");
}
} else {
ERR("Unhandled texture format (neither RGB nor INDEX)\n");
}
glBindTexture(GL_TEXTURE_2D, current_texture);
LEAVE_GL();
return DD_OK;
}
static HRESULT
gltex_upload_texture(IDirectDrawSurfaceImpl *This, BOOLEAN init_upload) {
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
GLuint current_texture;
#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;
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DDSURFACEDESC *src_d = (DDSURFACEDESC *)&(This->surface_desc);
TRACE(" uploading texture to GL id %d (initial = %d).\n", glThis->tex_name, init_upload);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
glBindTexture(GL_TEXTURE_2D, glThis->tex_name);
/* 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) {
ERR("Palettized texture Loading with a NULL palette !\n");
glBindTexture(GL_TEXTURE_2D, current_texture);
return D3DERR_INVALIDPALETTE;
}
/* 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))
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) {
/* **********************
GL_UNSIGNED_BYTE_3_3_2
********************** */
format = GL_RGB;
pixel_format = GL_UNSIGNED_BYTE_3_3_2;
} else if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 16) {
if (src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000000) {
format = GL_RGB;
pixel_format = GL_UNSIGNED_SHORT_5_6_5;
} else if (src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00000001) {
format = GL_RGBA;
pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
} else if (src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x0000000F) {
format = GL_RGBA;
pixel_format = GL_UNSIGNED_SHORT_4_4_4_4;
} else if (src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x0000F000) {
/* 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;
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
*dst++ = (((*src & 0xFFF0) >> 4) |
((*src & 0x000F) << 12));
src++;
}
format = GL_RGBA;
pixel_format = GL_UNSIGNED_SHORT_4_4_4_4;
} else if (src_d->ddpfPixelFormat.u5.dwRGBAlphaBitMask == 0x00008000) {
/* 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;
for (i = 0; i < src_d->dwHeight * src_d->dwWidth; i++) {
*dst++ = (((*src & 0x8000) >> 15) |
((*src & 0x7FFF) << 1));
src++;
}
format = GL_RGBA;
pixel_format = GL_UNSIGNED_SHORT_5_5_5_1;
} else {
ERR("Unhandled texture format (bad Aplha channel for a 16 bit texture)\n");
error = TRUE;
}
} else if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 24) {
format = GL_RGB;
pixel_format = GL_UNSIGNED_BYTE;
} else if (src_d->ddpfPixelFormat.u1.dwRGBBitCount == 32) {
format = GL_RGBA;
pixel_format = GL_UNSIGNED_BYTE;
} else {
ERR("Unhandled texture format (bad RGB count)\n");
error = TRUE;
}
} else {
ERR("Unhandled texture format (neither RGB nor INDEX)\n");
error = TRUE;
}
if ((upload_done == FALSE) && (error == FALSE)) {
if (init_upload)
glTexImage2D(GL_TEXTURE_2D,
This->mipmap_level,
format,
src_d->dwWidth, src_d->dwHeight,
0,
format,
pixel_format,
surface == NULL ? src_d->lpSurface : surface);
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);
}
glBindTexture(GL_TEXTURE_2D, current_texture);
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;
}
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);
FIXME("(%p/%p)->(%p,%p): stub!\n", This, iface, lpDirect3DDevice2, lpHandle);
return DD_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_final_release(IDirectDrawSurfaceImpl *This)
{
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
DWORD mem_used;
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)
if (This->d3ddevice->current_texture[0] == This)
This->d3ddevice->current_texture[0] = 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;
ENTER_GL();
gltex_upload_texture(This, glThis->first_unlock);
LEAVE_GL();
glThis->first_unlock = FALSE;
glThis->unlock_update(This, pRect);
}
HRESULT WINAPI
GL_IDirect3DTextureImpl_2_1T_GetHandle(LPDIRECT3DTEXTURE2 iface,
LPDIRECT3DDEVICE2 lpDirect3DDevice2,
LPD3DTEXTUREHANDLE lpHandle)
{
ICOM_THIS_FROM(IDirectDrawSurfaceImpl, IDirect3DTexture2, iface);
IDirect3DTextureGLImpl *glThis = (IDirect3DTextureGLImpl *) This->tex_private;
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, bind a new texture */
This->d3ddevice = lpDeviceImpl;
/* Associate the texture with the device and perform the appropriate AddRef/Release */
/* FIXME: Is there only one or several textures associated with the device ? */
if (lpDeviceImpl->current_texture[0] != NULL)
IDirectDrawSurface7_Release(ICOM_INTERFACE(lpDeviceImpl->current_texture[0], IDirectDrawSurface7));
IDirectDrawSurface7_AddRef(ICOM_INTERFACE(This, IDirectDrawSurface7));
lpDeviceImpl->current_texture[0] = This;
TRACE("OpenGL texture handle is : %d\n", glThis->tex_name);
return D3D_OK;
}
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;
This->palette = lpD3DTextureImpl->palette;
/* 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->ddckCKSrcBlt.dwColorSpaceLowValue = src_d->ddckCKSrcBlt.dwColorSpaceLowValue;
dst_d->ddckCKSrcBlt.dwColorSpaceHighValue = src_d->ddckCKSrcBlt.dwColorSpaceHighValue;
}
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/* Copy the main memry 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");
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ENTER_GL();
/* Now, load the texture */
/* d3dd->set_context(d3dd); We need to set the context somehow.... */
ret_value = gltex_upload_texture(This, glThis->first_unlock);
glThis->first_unlock = FALSE;
LEAVE_GL();
}
}
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return ret_value;
}
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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);
}
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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));
}
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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);
}
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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) GL_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)
{
IDirect3DGLImpl *gl_d3d = (IDirect3DGLImpl *) d3d;
/* 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 (gl_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;
/* 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). */
if (at_creation == TRUE)
private->first_unlock = TRUE;
else
private->first_unlock = FALSE;
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;
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);
}
if ((at_creation == FALSE) &&
((surf->surface_desc.ddsCaps.dwCaps & DDSCAPS_ALLOCONLOAD) == 0))
{
gltex_upload_texture(surf, TRUE);
}
LEAVE_GL();
}
return D3D_OK;
}