summaryrefslogtreecommitdiff
path: root/src/mesa/drivers/d3d/D3DTextureMgr.cpp
blob: ac9d2621fcc62c9bdd36919ff3e9423773d972eb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
/*===========================================================================*/
/*                                                                           */
/* Mesa-3.0 DirectX 6 Driver                                                 */
/*                                                                           */
/* By Leigh McRae                                                            */
/*                                                                           */
/* http://www.altsoftware.com/                                               */
/*                                                                           */
/* Copyright (c) 1999-1998  alt.software inc.  All Rights Reserved           */
/*===========================================================================*/
#include "D3DHAL.h"
/*===========================================================================*/
/* Local function prototypes.                                                */
/*===========================================================================*/
static void UpdateTexture( PTM_OBJECT pTMObj, BOOL bVideo, RECT *pRect, UCHAR *pixels );
static BOOL LoadTextureInVideo( PMESAD3DHAL pHAL, PTM_OBJECT pTMObj );
static BOOL FreeTextureMemory( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject );
static BOOL DestroyTextureObject( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject );
HRESULT CALLBACK EnumPFHook( LPDDPIXELFORMAT lpDDPixFmt, LPVOID lpContext );
/*===========================================================================*/
/*  This function will simply set the top of stack to NULL.  I only used it  */
/* just incase I want to add something later.                                */
/*===========================================================================*/
/* RETURN: TRUE.                                                             */
/*===========================================================================*/
BOOL InitTMgrHAL( PMESAD3DHAL pHAL )
{
  DPF(( DBG_FUNC, "InitTMgrHAL();" ));

  /* Be clean my friend. */
  pHAL->pTMList = NULL;

  return TRUE;
}
/*===========================================================================*/
/*  This function will walk the Texture Managers linked list and destroy all */
/* surfaces (SYSTEM/VIDEO).  The texture objects themselves also will be     */
/* freed.                                                                    */
/*  NOTE: this is per/context.                                               */
/*===========================================================================*/
/* RETURN:                                                                   */
/*===========================================================================*/
void TermTMgrHAL( PMESAD3DHAL pHAL )
{
  DPF(( DBG_FUNC, "TermTMgrHAL();" ));

  if ( pHAL && pHAL->pTMList )
  {
    /* Destroy the surface and remove the TMO from the stack. */
    while( DestroyTextureObject(pHAL,NULL) );

    /* Be clean my friend. */
    pHAL->pTMList = NULL;
  }
}
/*===========================================================================*/
/*  This function is a HACK as I don't know how I can disable a texture with-*/
/* out booting it out.  Is there know state change?                          */
/*===========================================================================*/
/* RETURN:                                                                   */
/*===========================================================================*/
extern "C" void DisableTMgrHAL( PMESAD3DSHARED pShared )
{
  PMESAD3DHAL	pHAL = (PMESAD3DHAL)pShared;

  DPF(( DBG_FUNC, "DisableTMgrHAL();" ));

  /* Check too see that we have a valid context. */
  if ( (pHAL == NULL) && (pHAL->lpD3DDevice != NULL)  ) 
  {
    DPF(( DBG_TXT_WARN, "Null HAL/Direct3D Device!" ));
    return;
  }

  // TODO: This is a hack to shut off textures.
  pHAL->lpD3DDevice->SetTexture( 0, NULL );
}
/*===========================================================================*/
/*  This function is the only entry into the TextureManager that Mesa/wgl    */
/* will see.  It uses a dwAction to specify what we are doing.  I did this as*/
/* depending on the cards resources the action taken can change.             */
/*  When this function is called we will always search the Texture Managers  */
/* linked list (per context remember) and try and find a structure that has  */
/* the same dwName.  If we have a match we pull it out of the list and put it*/
/* at the top of the list (TOL).  If we don't find one then we create a struc*/
/* and put it a TOL.  This TOL idea makes for some caching as we will always */
/* destroy Texture Surfaces from the bottom up...                            */
/*  All texture objects at this point will create a texture surface in System*/
/* memory (SMEM).  Then we will copy the Mesa texture into the surface using */
/* the 'pixel' struc to get the translation info.  So now this means that all*/
/* textures that Mesa gives me I will have a Surface with a copy.  If Mesa   */
/* changes the texture the I update the surface in (SMEM).                   */
/*  Now we have a texture struc and a Texture Surface in SMEM.  At this point*/
/* we create another surface on the card (VMEM).  Finally we blt from the    */
/* SMEM to the VMEM and set the texture as current.  Why do I need two? First*/
/* this solves square textures.  If the cards CAPS is square textures only   */
/* then I change the dimensions of the VMEM surface and the blt solves it for*/
/* me.  Second it saves me from filling D3D textures over and over if the    */
/* card needs to be creating and destroying surfaces because of low memory.  */
/*  The surface in SMEM is expected to work always.  When a surface has to be*/
/* created in VMEM then we put it in a loop that tries to create the surface.*/
/* If we create the surface ok then we brake from the loop.  If we fail then */
/* we will call 'FreeTextureMemory' that will return TRUE/FALSE as to whether*/
/* memory was freed.  If memory was freed then we can try again. If no memory*/
/* was freed then it just can't fit.                                         */
/*  'FreeTextureMemory' will find the end of the list and start freeing VMEM */
/* (never SMEM) surfaces that are not locked.                                */
/*  BIND - when we bind and there is a texture struct with a texture surface */
/* in VMEM then we just make it current.  If we have a struct and a surface  */
/* in SMEM but no VMEM surface then we create the surface in VMEM and blt    */
/* from the SMEM surface.  If we have nothing its just like a creation...    */
/*===========================================================================*/
/* RETURN: TRUE, FALSE.                                                      */
/*===========================================================================*/
extern "C" BOOL CreateTMgrHAL( PMESAD3DSHARED pShared, DWORD dwName, int level, DWORD dwRequestFlags, 
						 RECT *rectDirty, DWORD dwWidth, DWORD dwHeight, DWORD dwAction, void *pPixels )
{
  PMESAD3DHAL		pHAL = (PMESAD3DHAL)pShared;
  PTM_OBJECT     	pTMObj,
                    pTemp;
  DDSURFACEDESC2 	ddsd2;
  HRESULT        	rc;


  DPF(( DBG_FUNC, "CreateTMgrHAL();" ));

  DPF(( DBG_TXT_INFO, "Texture:" ));
  DPF(( DBG_TXT_INFO, "cx: %d cy: %d", dwWidth, dwHeight ));
  DPF(( DBG_TXT_INFO, "Rect:" ));
  if ( rectDirty )
  {
    DPF(( DBG_TXT_INFO, "x0: %d y0: %d", rectDirty->left, rectDirty->top ));
    DPF(( DBG_TXT_INFO, "x1: %d y1: %d", rectDirty->right, rectDirty->bottom ));
  }

  /* Check too see that we have a valid context. */
  if ( (pHAL == NULL) && (pHAL->lpD3DDevice != NULL)  ) 
  {
    DPF(( DBG_TXT_WARN, "Null HAL/Direct3D Device!" ));
    return FALSE;
  }

  /*=================================================*/
  /* See if we can find this texture object by name. */
  /*=================================================*/
  for( pTMObj = pHAL->pTMList; pTMObj && (pTMObj->dwName != dwName); pTMObj = pTMObj->next );

  /*=========================================================*/
  /* Allocate a new object if we didn't get a matching name. */
  /*=========================================================*/
  if ( pTMObj == NULL )
  {
    pTMObj = (PTM_OBJECT)ALLOC( sizeof(TM_OBJECT) );
    if ( pTMObj == NULL )
	 return FALSE;
    memset( pTMObj, 0, sizeof(TM_OBJECT) );

    /* Put the object at the beginning of the list. */
    pTMObj->next = pHAL->pTMList;
    if ( pTMObj->next )
    {
	 pTemp = pTMObj->next;
	 pTemp->prev = pTMObj;
    }
    pHAL->pTMList = pTMObj;
  }
  else
  {
    /*===============================================================*/
    /* Make some caching happen by pulling this object to the front. */ 
    /*===============================================================*/
    if ( pHAL->pTMList != pTMObj )
    {
	 /* Pull the object out of the list. */
	 if ( pTMObj->prev )
	 {
	   pTemp = pTMObj->prev;
	   pTemp->next = pTMObj->next;
	 }
	 if ( pTMObj->next )
      {
	   pTemp = pTMObj->next;
	   pTemp->prev = pTMObj->prev;
	 }

	 pTMObj->prev = NULL;
	 pTMObj->next = NULL;

	 /* Put the object at the front of the list. */
	 pTMObj->next = pHAL->pTMList;
	 if ( pTMObj->next )
      {
	   pTemp = pTMObj->next;
	   pTemp->prev = pTMObj;
	 }
	 pHAL->pTMList = pTMObj;
    }
  }

  /*========================================================*/
  /* If we are doing BIND and the texture is in VID memory. */
  /*========================================================*/
  if ( (dwAction == TM_ACTION_BIND) && pTMObj->lpDDS_Video  )
  {
    DPF(( DBG_TXT_PROFILE, "Cache HIT (%d)", dwName ));
	   
    /* Make this the current texture. */
    rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 );
    if ( FAILED(rc) )
    {
	 DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) ));
	 pHAL->lpD3DDevice->SetTexture( 0, NULL );
	 return FALSE;
    }	

    return TRUE;
  }	

  /*=================================================================*/
  /* If we are doing BIND and the texture is at least in SYS memory. */
  /*=================================================================*/
  if ( (dwAction == TM_ACTION_BIND) && pTMObj->lpDDS_System  )
  {
    DPF(( DBG_TXT_PROFILE, "Cache MISS (%d)", dwName ));

    /* Create the texture on the card. */
    rc = LoadTextureInVideo( pHAL, pTMObj );
    if ( rc == FALSE )
	 return FALSE;
	   
    /* Make this the current texture. */
    rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 );
    if ( FAILED(rc) )
    {
	 DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) ));
	 pHAL->lpD3DDevice->SetTexture( 0, NULL );
	 return FALSE;
    }	

    return TRUE;
  }	

  /*=========================================================*/
  /* If we are doing UPDATE then try in VID first for speed. */
  /*=========================================================*/
  if ( (dwAction == TM_ACTION_UPDATE) && pTMObj->lpDDS_Video &&
	  !(pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY) )
  {
    DPF(( DBG_TXT_INFO, "Fix the SubTexture update Leigh!" ));

    /* Update the texture on the card. */
    UpdateTexture( pTMObj, TRUE, rectDirty, (UCHAR *)pPixels );

    /* We updated the texture in VID so kill the SYS so we know its dirty. */
    if ( pTMObj->lpDDS_System )
    {
	 DPF(( DBG_TXT_INFO, "Release texture (SYS)" ));
	 DX_RESTORE( pTMObj->lpDDS_System );
	 pTMObj->lpDDS_System->Release();
	 pTMObj->lpDDS_System = NULL;
    }

    /* Make this the current texture. */
    rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 );
    if ( FAILED(rc) )
    {
	 DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) ));
	 pHAL->lpD3DDevice->SetTexture( 0, NULL );
	 return FALSE;
    }	

    return TRUE;
  }

  /*===========================================================*/
  /* If we are doing UPDATE then try in SYS still gives speed. */
  /*===========================================================*/
  if ( (dwAction == TM_ACTION_UPDATE) && pTMObj->lpDDS_System )
  {
    DPF(( DBG_TXT_INFO, "Fix the SubTexture update Leigh!" ));

    /* Update the texture in SYS. */
    UpdateTexture( pTMObj, FALSE, NULL, (UCHAR *)pPixels );

    /* We updated the SYS texture only so now blt to the VID. */
    rc = LoadTextureInVideo( pHAL, pTMObj );
    if ( rc == FALSE )
	 return FALSE;

    /* Make this the current texture. */
    rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 );
    if ( FAILED(rc) )
    {
	 DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) ));
	 pHAL->lpD3DDevice->SetTexture( 0, NULL );
	 return FALSE;
    }	

    return TRUE;
  }

  /*  At this point we have a valid Texture Manager Object with updated */
  /* links.  We now need to create or update a texture surface that is  */
  /* in system memory.  Every texture has a copy in system so we can use*/
  /* blt to solve problems with textures allocated on the card (square  */
  /* only textures, pixelformats...).                                   */
  
  // TODO: make support for update also.  Dirty rectangle basicly...

  /* Kill the interface if we have one no matter what. */
  if ( pTMObj->lpD3DTexture2 )
  {
    DPF(( DBG_TXT_INFO, "Release Texture2" ));
    pTMObj->lpD3DTexture2->Release();
    pTMObj->lpD3DTexture2 = NULL;
  }	

  /* Kill the system surface. TODO: should try to get the SubIMage going again */
  if ( pTMObj->lpDDS_System )
  {
    DPF(( DBG_TXT_INFO, "Release texture (SYS)" ));
    DX_RESTORE( pTMObj->lpDDS_System );
    pTMObj->lpDDS_System->Release();
    pTMObj->lpDDS_System = NULL;
  }

  /* Kill the Video surface. TODO: need some reuse system... */
  if ( pTMObj->lpDDS_Video )
  {
    DPF(( DBG_TXT_INFO, "Release texture (VID)" ));
    DX_RESTORE( pTMObj->lpDDS_Video );
    pTMObj->lpDDS_Video->Release();
    pTMObj->lpDDS_Video = NULL;
  }

  /*================================================================*/
  /* Translate the the Mesa/OpenGL pixel channels to the D3D flags. */
  /*================================================================*/
  switch( dwRequestFlags )
  {
    case GL_ALPHA:
	 dwRequestFlags = DDPF_ALPHA; 
	 DPF(( DBG_TXT_WARN, "GL_ALPHA not supported!)" ));
	 return FALSE;
	 
    case GL_INTENSITY:
    case GL_LUMINANCE:
	 DPF(( DBG_TXT_WARN, "GL_INTENSITY/GL_LUMINANCE not supported!)" ));
	 dwRequestFlags = DDPF_LUMINANCE; 
	 return FALSE;
	 
    case GL_LUMINANCE_ALPHA:
	 DPF(( DBG_TXT_WARN, "GL_LUMINANCE_ALPHA not supported!)" ));
	 dwRequestFlags = DDPF_LUMINANCE | DDPF_ALPHAPIXELS; 
	 return FALSE;
	 
    case GL_RGB:
	 DPF(( DBG_TXT_INFO, "Texture -> GL_RGB" ));
	 dwRequestFlags = DDPF_RGB; 
	 break;

    case GL_RGBA:
	 DPF(( DBG_TXT_INFO, "Texture -> GL_RGBA" ));
	 dwRequestFlags = DDPF_RGB | DDPF_ALPHAPIXELS; 
	 break;
  }

  /*==============================*/
  /* Populate the texture object. */
  /*==============================*/
  pTMObj->dwName      = dwName;
  pTMObj->lpD3DDevice = pHAL->lpD3DDevice;
  pTMObj->dwFlags     = dwRequestFlags;
  if ( pHAL->D3DHWDevDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY )
  {
    DPF(( DBG_TXT_INFO, "Convert to Square..." ));
    pTMObj->dwSHeight  = dwHeight;
    pTMObj->dwSWidth   = dwWidth;

    /* Shrink non-square textures. */
    pTMObj->dwVHeight  = (dwHeight > dwWidth) ? dwWidth : dwHeight;
    pTMObj->dwVWidth	= (dwHeight > dwWidth) ? dwWidth : dwHeight;
  }
  else
  {
    pTMObj->dwSHeight  = dwHeight;
    pTMObj->dwSWidth   = dwWidth;
    pTMObj->dwVHeight  = dwHeight;
    pTMObj->dwVWidth   = dwWidth;
  }

  /*========================*/  
  /* Create SYSTEM surface. */
  /*========================*/

  /*  Request a surface in system memory. */
  memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) );
  ddsd2.dwSize          = sizeof( DDSURFACEDESC2 );
  ddsd2.dwWidth         = pTMObj->dwSWidth;
  ddsd2.dwHeight        = pTMObj->dwSHeight;
  ddsd2.dwFlags         = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
  ddsd2.ddsCaps.dwCaps  = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY;
  ddsd2.ddsCaps.dwCaps2 = 0L;
  memset( &ddsd2.ddpfPixelFormat, 0, sizeof(DDPIXELFORMAT) );
  ddsd2.ddpfPixelFormat.dwSize  = sizeof( DDPIXELFORMAT );
  ddsd2.ddpfPixelFormat.dwFlags = dwRequestFlags;
  rc = pHAL->lpD3DDevice->EnumTextureFormats( EnumPFHook, &ddsd2.ddpfPixelFormat );
  if ( FAILED(rc) )
  {
    RIP( pHAL, "EnumerTextureFormats (SYSTEM)->", ErrorStringD3D(rc) );
    return FALSE;
  }

  /* Create the surface using the enumerated pixelformat. */
  rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pTMObj->lpDDS_System, NULL );
  if ( FAILED(rc) )
  {
    RIP( pHAL, "CreateSurface (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) );
    return FALSE;
  }

  /* Solve the pixel mapping info using the surface pixelformat. */
  Solve8BitChannelPixelFormat( &ddsd2.ddpfPixelFormat, &pTMObj->pixel );

  /*===================================================================*/
  /* Fill the texture using the PixelInfo structure to do the mapping. */
  /*===================================================================*/
  UpdateTexture( pTMObj, FALSE, NULL, (UCHAR *)pPixels );

  /*=======================*/
  /* Create VIDEO surface. */
  /*=======================*/
  rc = LoadTextureInVideo( pHAL, pTMObj );
  if ( rc == FALSE )
    return FALSE;

  /* Make this the current texture. */
  rc = pHAL->lpD3DDevice->SetTexture( 0, pTMObj->lpD3DTexture2 );
  if ( FAILED(rc) )
  {
    DPF(( DBG_TXT_WARN, "Failed SetTexture() (%s)", ErrorStringD3D(rc) ));
    pHAL->lpD3DDevice->SetTexture( 0, NULL );
    return FALSE;
  }

  return TRUE;
}
/*===========================================================================*/
/*  This function will handle the creation and destruction of the texture    */
/* surfaces on the card.  Using the dw'V'Width/Height dimensions the call    */
/* try and create the texture on the card and keep using FreeTextureMemory   */
/* until the surace can be created.  Once the surface is created we get the  */
/* interface that we will use to make it the current texture.  I didn't put  */
/* the code to make the texture current in this function as BIND needs to    */
/* use the same code and this function doesn't always get called when we do a*/
/* bind.                                                                     */
/*===========================================================================*/
/* RETURN: TRUE, FALSE.                                                      */
/*===========================================================================*/
static BOOL	LoadTextureInVideo( PMESAD3DHAL pHAL, PTM_OBJECT pTMObj )
{
  DDSURFACEDESC2	ddsd2;
  HRESULT       	rc;

  DPF(( DBG_FUNC, "LoadTextureInVideo();" ));

  /* Kill the interface if we have one no matter what. */
  if ( pTMObj->lpD3DTexture2 )
  {
    DPF(( DBG_TXT_INFO, "Release Texture2" ));
    pTMObj->lpD3DTexture2->Release();
    pTMObj->lpD3DTexture2 = NULL;
  }	

  /* Kill the Video surface. TODO: need some reuse system... */
  if ( pTMObj->lpDDS_Video )
  {
    DPF(( DBG_TXT_INFO, "Release texture (VID)" ));
    DX_RESTORE( pTMObj->lpDDS_Video );
    pTMObj->lpDDS_Video->Release();
    pTMObj->lpDDS_Video = NULL;
  }

  /*  Request a surface in Video memory. */
  memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) );
  ddsd2.dwSize          = sizeof( DDSURFACEDESC2 );
  ddsd2.dwWidth         = pTMObj->dwVWidth;
  ddsd2.dwHeight        = pTMObj->dwVHeight;
  ddsd2.dwFlags         = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
  ddsd2.ddsCaps.dwCaps  = DDSCAPS_TEXTURE | DDSCAPS_VIDEOMEMORY;
  ddsd2.ddsCaps.dwCaps2 = 0L;
  memset( &ddsd2.ddpfPixelFormat, 0, sizeof(DDPIXELFORMAT) );
  ddsd2.ddpfPixelFormat.dwSize  = sizeof( DDPIXELFORMAT );
  ddsd2.ddpfPixelFormat.dwFlags = pTMObj->dwFlags;
  rc = pHAL->lpD3DDevice->EnumTextureFormats( EnumPFHook, &ddsd2.ddpfPixelFormat );
  if ( FAILED(rc) )
  {
    RIP( pHAL, "EnumerTextureFormats ->", ErrorStringD3D(rc) );
    return FALSE;
  }

  /* Make sure we lock so we don't nuke this texture trying to free memory for it. */
  pTMObj->bLock = TRUE;

  /*  Start a loop that will free all textures until we have created the texture */
  /* surface or we can't free up more memory.                                    */
  do
  {
    /* Try to create the texture surface. */
    rc = pHAL->lpDD4->CreateSurface( &ddsd2, &pTMObj->lpDDS_Video, NULL );
    if ( !FAILED(rc) )
	 break;

    DPF(( DBG_TXT_INFO, "Free Texture Memory" ));

    /* DestroyTexture will return TRUE if a surface was freed. */
  } while( FreeTextureMemory(pHAL,NULL) );

  /* Make sure we unlock or we won't be able to nuke the TMO later. */
  pTMObj->bLock = FALSE;

  /* Did we create a valid texture surface? */
  if ( FAILED(rc) )
  {
    DPF(( DBG_TXT_WARN, "Failed to load texture" ));
    pHAL->lpD3DDevice->SetTexture( 0, NULL );
    return FALSE;
  }

  DX_RESTORE( pTMObj->lpDDS_System );
  DX_RESTORE( pTMObj->lpDDS_Video );

  DPF(( DBG_TXT_INFO, "Texture Blt SYSTEM -> VID" ));

  /* Now blt the texture in system memory to the card. */
  rc = pTMObj->lpDDS_Video->Blt( NULL, pTMObj->lpDDS_System, NULL, DDBLT_WAIT, NULL );
  if ( FAILED(rc) )
  {
    RIP( pHAL, "Blt (TEXTURE) ->", ErrorStringD3D(rc) );
    return FALSE;
  }

  /* Get the Texture interface that is used to render with. */
  pTMObj->lpDDS_Video->QueryInterface( IID_IDirect3DTexture2, (void **)&pTMObj->lpD3DTexture2 ); 
  if ( pTMObj->lpD3DTexture2 == NULL )
  {
    DPF(( DBG_TXT_WARN, "Failed QueryTextureInterface" ));
    pHAL->lpD3DDevice->SetTexture( 0, NULL );
    return FALSE;
  }

  return TRUE;
}
/*===========================================================================*/
/*  If this function gets a texture object struc then we will try and free   */
/* it.  If we get a NULL then we will search from the bottom up and free one */
/* VMEM surface.  I can only free when the surface isn't locked and of course*/
/* there must be a VMEM surface.  We never free SMEM surfaces as that isn't  */
/* the point.                                                                */
/* TODO: should have a pointer to the bottom of the stack really.            */
/*===========================================================================*/
/* RETURN:                                                                   */
/*===========================================================================*/
static BOOL FreeTextureMemory( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject )
{
  PTM_OBJECT	pCurrent;
  BOOL		bFreed = FALSE;

  DPF(( DBG_FUNC, "FreeTextureMemory();" ));
  DPF(( DBG_TXT_WARN, "FREE TEXTURE!" ));

  /* Just to be safe. */
  if ( !pHAL || !pHAL->pTMList )
  {
    DPF(( DBG_TXT_WARN, "FreeTextureMemory() -> NULL pHAL/pHAL->pTMList" ));
    return FALSE;
  }

  /* Free the last texture in the list. */
  if ( pTMObject == NULL )
  {
    DPF(( DBG_TXT_INFO, "Free Last texture in cache" ));

    /* Find the last texture object. */
    for( pCurrent = pHAL->pTMList; pCurrent->next; pCurrent = pCurrent->next );

    /* Now backup until we find a texture on the card. */
    while( pCurrent && (pCurrent->lpDDS_Video == NULL) && (pCurrent->bLock == FALSE) )
	 pCurrent = pCurrent->prev;

    /* Didn't find anything. */
    if ( pCurrent == NULL )
    {
	 DPF(( DBG_TXT_INFO, "No texture memory freed" ));
	 return FALSE;
    }
  }
  else
  {
    /* See if we can find this texture object. */
    for( pCurrent = pHAL->pTMList; pCurrent && (pCurrent != pTMObject); pCurrent = pCurrent->next );

    /* Didn't find anything. */
    if ( pCurrent == NULL )
    {
	 DPF(( DBG_TXT_INFO, "Requested texture to be freed NOT FOUND" ));
	 return FALSE;
    }
  }

  /* Can't free this baby. */
  if ( pCurrent->bLock == TRUE )
  {
    DPF(( DBG_TXT_WARN, "Requested texture LOCKED" ));
    return FALSE;
  }

  /* Free the texture memory. */
  if ( pCurrent->lpD3DTexture2 )
  {
    DPF(( DBG_TXT_INFO, "Release Texture2" ));
    pCurrent->lpD3DTexture2->Release();
    pCurrent->lpD3DTexture2 = NULL;
    bFreed = TRUE;
  }
  if ( pCurrent->lpDDS_Video )
  {
    DPF(( DBG_TXT_INFO, "Release texture (VID):" ));
    DPF(( DBG_TXT_INFO, "dwName: %d", pCurrent->dwName ));
    DPF(( DBG_TXT_INFO, "cx: %d, cy: %d", pCurrent->dwVWidth, pCurrent->dwVHeight ));
    pCurrent->lpDDS_Video->Release();
    pCurrent->lpDDS_Video = NULL;
    bFreed = TRUE;
  }
  
  return bFreed;
}
/*===========================================================================*/
/*  This function searches the linked list of texture objects in the supplied*/
/* D3Dwrapper structure.  If it finds a match it will free it and pull it out*/
/* of the linked list.  The function works on the bases of a matching pointer*/
/* to the object (not matching content).                                     */
/*  If the function gets passed a NULL then we want to free the last texture */
/* object in the list.  Used in a loop to destory all.                       */
/*===========================================================================*/
/* RETURN: TRUE, FALSE.                                                      */
/*===========================================================================*/
static BOOL DestroyTextureObject( PMESAD3DHAL pHAL, PTM_OBJECT pTMObject )
{
  PTM_OBJECT	pCurrent;

  DPF(( DBG_FUNC, "DestoryTextureObject();" ));

  /* Just to be safe. */
  if ( !pHAL || !pHAL->pTMList )
  {
    DPF(( DBG_TXT_WARN, "DestroyTextureObject() -> NULL pHAL/pHAL->pTMList" ));
    return FALSE;
  }

  /* Free the last texture in the list. */
  if ( pTMObject == NULL )
  {
    /* Find the last texture object. */
    for( pCurrent = pHAL->pTMList; pCurrent->next; pCurrent = pCurrent->next );
  }
  else
  {
    /* See if we can find this texture object. */
    for( pCurrent = pHAL->pTMList; pCurrent && (pCurrent != pTMObject); pCurrent = pCurrent->next );

    /* Didn't find anything. */
    if ( pCurrent == NULL )
    {
	 DPF(( DBG_TXT_WARN, "No textures to be freed" ));
	 return FALSE;
    }
  }

  /* Can't free this baby. */
  if ( pCurrent->bLock == TRUE )
  {
    DPF(( DBG_TXT_WARN, "Requested texture to be freed LOCKED" ));
    return FALSE;
  }

  /* Free the texture memory. */
  if ( pCurrent->lpD3DTexture2 )
  { 
    DPF(( DBG_TXT_INFO, "Release Texture2" ));
    pCurrent->lpD3DTexture2->Release();
    pCurrent->lpD3DTexture2 = NULL;
  }
  if ( pCurrent->lpDDS_Video )
  {
    DPF(( DBG_TXT_INFO, "Release texture (VID):" ));
    pCurrent->lpDDS_Video->Release();
    pCurrent->lpDDS_Video = NULL;
  }
  if ( pCurrent->lpDDS_System )
  {
    DPF(( DBG_TXT_INFO, "Release texture (SYS):" ));
    pCurrent->lpDDS_System->Release();
    pCurrent->lpDDS_System = NULL;
  }

  /* Pull this texture out of the list. */
  if ( pCurrent == pHAL->pTMList )
    pHAL->pTMList = NULL;
  if ( pCurrent->prev )
    (pCurrent->prev)->next = pCurrent->next;
  if ( pCurrent->next )
    (pCurrent->next)->prev = pCurrent->prev;
  FREE( pCurrent );

  return TRUE;
}
/*===========================================================================*/
/*  This function is the callback function that gets called when we are doing*/
/* an enumeration of the texture formats supported by this device. The choice*/
/* is made by checking to see if we have a match with the supplied D3D pixel-*/
/* format.  So the enumeration has to pass a desired D3D PF as the user var. */
/*===========================================================================*/
/* RETURN: D3DENUMRET_OK, D3DENUMRET_CANCEL.                                 */
/*===========================================================================*/
static void UpdateTexture( PTM_OBJECT pTMObj, BOOL bVideo, RECT *pRect, UCHAR *pixels )
{
  LPDIRECTDRAWSURFACE4	lpDDS;
  DDSURFACEDESC2		ddsd2;
  DWORD          		srcPitch,
                         dwHeight, 
                         dwWidth,
                         dwCol,
                         dwColor;
  UCHAR          		*pSrc,
                         *pSrcRow,
                         *pDest,
                         *pDestRow;
  int				rc;

  // TODO:  Do I need to pass the h/w when its in the object!
  DPF(( DBG_FUNC, "UpdateTexture();" ));

  /* Get the surface pointer we are looking for. */
  lpDDS = (bVideo) ? pTMObj->lpDDS_Video : pTMObj->lpDDS_System;

  /*===================================================================*/
  /* Fill the texture using the PixelInfo structure to do the mapping. */
  /*===================================================================*/
	 
  /* Get the surface pointer. */
  memset( &ddsd2, 0, sizeof(DDSURFACEDESC2) );
  ddsd2.dwSize = sizeof(DDSURFACEDESC2);
  rc = lpDDS->Lock( NULL, &ddsd2, DDLOCK_WAIT, NULL );
  if ( FAILED(rc) )
  {
    RIP( NULL, "Lock (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) );
    return;
  }

  /* For now we are only updating the system surface so use its dimensions. */
  dwWidth  = (bVideo) ? pTMObj->dwVWidth : pTMObj->dwSWidth;
  dwHeight = (bVideo) ? pTMObj->dwVHeight : pTMObj->dwSHeight;

  /*  If we are updating the whole surface then the pDest/pSrc will */
  /* always be the same.                                            */
  if ( pRect == NULL )
  {
    pDest = (UCHAR *)ddsd2.lpSurface;
    pSrc  = pixels;
  }

  /* Fill the texture surface based on the pixelformat flags. */
  if ( pTMObj->dwFlags == (DDPF_RGB | DDPF_ALPHAPIXELS) )
  {
    srcPitch = dwWidth * 4;
    if ( pRect )
    {
	 pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb);
	 pSrc  = pixels + (pRect->top * dwWidth * 4) + (pRect->left * 4);
	 dwHeight = (pRect->bottom - pRect->top);
	 dwWidth = (pRect->right - pRect->left);
    }

    for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch )
    {
	 for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ )
      {
	   dwColor =  ( ((DWORD)(*(pSrc  ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift );
	   dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.gScale)) << pTMObj->pixel.gShift );
	   dwColor |= ( ((DWORD)(*(pSrc+2) * pTMObj->pixel.bScale)) << pTMObj->pixel.bShift );
	   if ( pTMObj->pixel.aScale == -1.0 )
		dwColor |= ( (*(pSrc+3) & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 );
	   else
		dwColor |= ( ((DWORD)(*(pSrc+3) * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift );
	   memcpy( pDest, &dwColor, pTMObj->pixel.cb );
	   pDest += pTMObj->pixel.cb;
	   pSrc  += 4;
	 }
    }
  }
  else if ( pTMObj->dwFlags == DDPF_RGB )
  {
    srcPitch = dwWidth * 3;
    if ( pRect )
    {
	 pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb);
	 pSrc  = pixels + (pRect->top * dwWidth * 3) + (pRect->left * 3);
	 dwHeight = (pRect->bottom - pRect->top);
	 dwWidth  = (pRect->right - pRect->left);
    }

    for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch )
    {
	 for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ )
      {
	   dwColor =  ( ((DWORD)(*(pSrc  ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift );
	   dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.gScale)) << pTMObj->pixel.gShift );
	   dwColor |= ( ((DWORD)(*(pSrc+2) * pTMObj->pixel.bScale)) << pTMObj->pixel.bShift );
	   memcpy( pDest, &dwColor, pTMObj->pixel.cb );
	   pDest += pTMObj->pixel.cb;
	   pSrc  += 3;
	 }
    }
  }
  else if ( pTMObj->dwFlags == (DDPF_LUMINANCE | DDPF_ALPHAPIXELS) )
  {
    srcPitch = dwWidth * 2;
    if ( pRect )
    {
	 pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb);
	 pSrc  = pixels + (pRect->top * dwWidth * 2) + (pRect->left * 2);
	 dwHeight = (pRect->bottom - pRect->top);
	 dwWidth  = (pRect->right - pRect->left);
    }

    for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch )
    {
	 for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ )
      {
	   dwColor =  ( ((DWORD)(*(pSrc  ) * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift );
	   if ( pTMObj->pixel.aScale == -1.0 )
		dwColor |= ( (*(pSrc+1) & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 );
	   else
		dwColor |= ( ((DWORD)(*(pSrc+1) * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift );
	   memcpy( pDest, &dwColor, pTMObj->pixel.cb );
	   pDest += pTMObj->pixel.cb;
	   pSrc  += 2;
	 }
    }
  }
  else if ( pTMObj->dwFlags == DDPF_LUMINANCE )
  {
    srcPitch = dwWidth;
    if ( pRect )
    {
	 pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb);
	 pSrc  = pixels + (pRect->top * dwWidth) + (pRect->left);
	 dwHeight = (pRect->bottom - pRect->top);
	 dwWidth  = (pRect->right - pRect->left);
    }

    for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch )
    {
	 for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ )
      {
	   dwColor =  ( ((DWORD)(*pSrc * pTMObj->pixel.rScale)) << pTMObj->pixel.rShift );
	   memcpy( pDest, &dwColor, pTMObj->pixel.cb );
	   pDest += pTMObj->pixel.cb;
	   pSrc++;
	 }
    }
  }
  else if ( pTMObj->dwFlags == DDPF_ALPHAPIXELS )
  {
    srcPitch = dwWidth;
    if ( pRect )
    {
	 pDest = ((UCHAR *)ddsd2.lpSurface) + (pRect->top * ddsd2.lPitch) + (pRect->left * pTMObj->pixel.cb);
	 pSrc  = pixels + (pRect->top * dwWidth) + (pRect->left);
	 dwHeight = (pRect->bottom - pRect->top);
	 dwWidth  = (pRect->right - pRect->left);
    }

    for( pDestRow = pDest, pSrcRow = pSrc; dwHeight > 0; dwHeight--, pDestRow += ddsd2.lPitch, pSrcRow += srcPitch )
    {
	 for( dwCol = 0, pDest = pDestRow, pSrc = pSrcRow; dwCol < dwWidth; dwCol++ )
      {
	   if ( pTMObj->pixel.aScale == -1.0 )
		dwColor = ( (*pSrc & 0x80) ? (1 << pTMObj->pixel.aShift) : 0 );
	   else
		dwColor = ( ((DWORD)(*pSrc * pTMObj->pixel.aScale)) << pTMObj->pixel.aShift );
	   memcpy( pDest, &dwColor, pTMObj->pixel.cb );
	   pDest += pTMObj->pixel.cb;
	   pSrc++;
	 }
    }
  }

  /* Unlock the surface. */
  rc = lpDDS->Unlock( NULL );
  if ( FAILED(rc) )
  {
    RIP( NULL, "Unlock (TEXTURE/SYSTEM)->", ErrorStringD3D(rc) );
  }
}
/*===========================================================================*/
/*  This function is the callback function that gets called when we are doing*/
/* an enumeration of the texture formats supported by this device. The choice*/
/* is made by checking to see if we have a match with the supplied D3D pixel-*/
/* format.  So the enumeration has to pass a desired D3D PF as the user var. */
/*===========================================================================*/
/* RETURN: D3DENUMRET_OK, D3DENUMRET_CANCEL.                                 */
/*===========================================================================*/
HRESULT CALLBACK EnumPFHook( LPDDPIXELFORMAT lpDDPixFmt, LPVOID lpContext )
{
  LPDDPIXELFORMAT   lpDDPixFmtRequest = (LPDDPIXELFORMAT)lpContext;
  PIXELINFO    	pixel;

  DPF(( DBG_FUNC, "EnumPFHook();" ));

  if ( lpDDPixFmt->dwFlags == lpDDPixFmtRequest->dwFlags )
  {
    /* Are we looking for an alpha channel? */
    if ( lpDDPixFmtRequest->dwFlags & DDPF_ALPHAPIXELS )
    {
	 /* Try for something that has more then 1bits of Alpha. */
	 Solve8BitChannelPixelFormat( lpDDPixFmt, &pixel );
	 if ( pixel.aScale == -1.0 )
	 {
	   /* Save this format no matter what as its a match of sorts. */
	   memcpy( lpDDPixFmtRequest, lpDDPixFmt, sizeof(DDPIXELFORMAT) );
	   return D3DENUMRET_OK;
	 }
    }

    /* Save this format as its a good match. */
    memcpy( lpDDPixFmtRequest, lpDDPixFmt, sizeof(DDPIXELFORMAT) );

    /* We are happy at this point so lets leave. */
    return D3DENUMRET_CANCEL;
  }
  
  return D3DENUMRET_OK;
}