Sweden-Number/dlls/wined3d/cubetexture.c

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/*
* IWineD3DCubeTexture implementation
*
* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
static const GLenum cube_targets[6] = {
#if defined(GL_VERSION_1_3)
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
#else
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
#endif
};
/* *******************************************
IWineD3DCubeTexture IUnknown parts follow
******************************************* */
HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
|| IsEqualGUID(riid, &IID_IWineD3DTexture)) {
IUnknown_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
return InterlockedIncrement(&This->resource.ref);
}
ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
int i,j;
TRACE("(%p) : Cleaning up\n",This);
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = 0; j < 6; j++) {
if (This->surfaces[j][i] != NULL) {
/* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
IUnknown* surfaceParent;
/* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */
IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
TRACE("(%p) : Releasing surface%d %d %p\n", This, j, i, This->surfaces[j][i]);
IWineD3DSurface_GetParent(This->surfaces[j][i], &surfaceParent);
IUnknown_Release(surfaceParent);
IUnknown_Release(surfaceParent);
}
}
}
IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
/* finally delete the object */
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
IWineD3DCubeTexture IWineD3DResource parts follow
**************************************************** */
HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}
HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}
DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}
DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}
void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
/* Override the IWineD3DResource Preload method */
unsigned int i,j;
BOOL setGlTextureDesc = FALSE;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
IWineD3DCubeTexture_BindTexture(iface);
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ENTER_GL();
/* If were dirty then reload the surfaces */
if (This->baseTexture.dirty != FALSE) {
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = 0; j < 6; j++) {
if(setGlTextureDesc)
IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
IWineD3DSurface_LoadTexture(This->surfaces[j][i]);
}
}
/* No longer dirty */
This->baseTexture.dirty = FALSE;
}
LEAVE_GL();
return ;
}
D3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}
HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DCubeTexture IWineD3DBaseTexture parts follow
****************************************************** */
DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
}
DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
}
DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
}
HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
}
D3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
}
void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
}
/* Internal function, No d3d mapping */
BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
}
HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : relay to BaseTexture\n", This);
return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
}
HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : relay to BaseTexture\n", This);
return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
}
UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p)\n", This);
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return GL_TEXTURE_CUBE_MAP_ARB;
}
void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
float matrix[16];
IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
/* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
if(This->pow2scalingFactor != 1.0f) {
if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == D3DTSS_TCI_PASSTHRU && (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & D3DTTFF_PROJECTED)) {
glMatrixMode(GL_TEXTURE);
memset(matrix, 0 , sizeof(matrix));
matrix[0] = This->pow2scalingFactor;
matrix[5] = This->pow2scalingFactor;
matrix[10] = This->pow2scalingFactor;
#if 0 /* Translation fixup is no longer required (here for reminder) */
matrix[12] = -0.25f / (float)This->edgeLength;
matrix[13] = -0.75f / (float)This->edgeLength;
matrix[14] = -0.25f / (float)This->edgeLength;
#endif
TRACE("(%p) Setup Matrix:\n", This);
TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
TRACE("\n");
glMultMatrixf(matrix);
} else {
/* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
FIXME("Non-power2 texture being used with generated texture coords\n");
}
}
}
/* *******************************************
IWineD3DCubeTexture IWineD3DCubeTexture parts follow
******************************************* */
HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
TRACE("(%p) level (%d)\n", This, Level);
return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
}
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return D3DERR_INVALIDCALL;
}
HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
HRESULT hr = D3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels) {
*ppCubeMapSurface = This->surfaces[FaceType][Level];
IWineD3DSurface_AddRef(*ppCubeMapSurface);
hr = D3D_OK;
}
if (D3D_OK == hr) {
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TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
} else {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
}
return hr;
}
HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
HRESULT hr = D3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
}
if (D3D_OK == hr) {
TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr);
} else {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
}
return hr;
}
HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level) {
HRESULT hr = D3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
}
if (D3D_OK == hr) {
TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr);
} else {
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
}
return hr;
}
HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
return IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
}
const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
{
/* IUnknown */
IWineD3DCubeTextureImpl_QueryInterface,
IWineD3DCubeTextureImpl_AddRef,
IWineD3DCubeTextureImpl_Release,
/* IWineD3DResource */
IWineD3DCubeTextureImpl_GetParent,
IWineD3DCubeTextureImpl_GetDevice,
IWineD3DCubeTextureImpl_SetPrivateData,
IWineD3DCubeTextureImpl_GetPrivateData,
IWineD3DCubeTextureImpl_FreePrivateData,
IWineD3DCubeTextureImpl_SetPriority,
IWineD3DCubeTextureImpl_GetPriority,
IWineD3DCubeTextureImpl_PreLoad,
IWineD3DCubeTextureImpl_GetType,
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/* IWineD3DBaseTexture */
IWineD3DCubeTextureImpl_SetLOD,
IWineD3DCubeTextureImpl_GetLOD,
IWineD3DCubeTextureImpl_GetLevelCount,
IWineD3DCubeTextureImpl_SetAutoGenFilterType,
IWineD3DCubeTextureImpl_GetAutoGenFilterType,
IWineD3DCubeTextureImpl_GenerateMipSubLevels,
IWineD3DCubeTextureImpl_SetDirty,
IWineD3DCubeTextureImpl_GetDirty,
IWineD3DCubeTextureImpl_BindTexture,
IWineD3DCubeTextureImpl_UnBindTexture,
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IWineD3DCubeTextureImpl_GetTextureDimensions,
IWineD3DCubeTextureImpl_ApplyStateChanges,
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/* IWineD3DCubeTexture */
IWineD3DCubeTextureImpl_GetLevelDesc,
IWineD3DCubeTextureImpl_GetCubeMapSurface,
IWineD3DCubeTextureImpl_LockRect,
IWineD3DCubeTextureImpl_UnlockRect,
IWineD3DCubeTextureImpl_AddDirtyRect
};