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
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
/* Context activation is done by the caller. */
static HRESULT cubetexture_bind(IWineD3DBaseTextureImpl *texture,
const struct wined3d_gl_info *gl_info, BOOL srgb)
{
BOOL set_gl_texture_desc;
HRESULT hr;
TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
hr = basetexture_bind(texture, gl_info, srgb, &set_gl_texture_desc);
if (set_gl_texture_desc && SUCCEEDED(hr))
{
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] && texture->baseTexture.is_srgb;
GLuint name = srgb_tex ? texture->baseTexture.texture_srgb.name : texture->baseTexture.texture_rgb.name;
UINT i;
for (i = 0; i < sub_count; ++i)
{
IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
surface_set_texture_name(surface, name, srgb_tex);
}
}
return hr;
}
/* Do not call while under the GL lock. */
static void cubetexture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb)
{
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
IWineD3DDeviceImpl *device = texture->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_context *context = NULL;
struct gl_texture *gl_tex;
BOOL srgb_mode;
UINT i;
TRACE("texture %p, srgb %#x.\n", texture, srgb);
switch (srgb)
{
case SRGB_RGB:
srgb_mode = FALSE;
break;
case SRGB_BOTH:
cubetexture_preload(texture, SRGB_RGB);
/* Fallthrough */
case SRGB_SRGB:
srgb_mode = TRUE;
break;
default:
srgb_mode = texture->baseTexture.is_srgb;
break;
}
gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb_mode);
/* We only have to activate a context for gl when we're not drawing.
* In most cases PreLoad will be called during draw and a context was
* activated at the beginning of drawPrimitive. */
if (!device->isInDraw)
{
/* No danger of recursive calls, context_acquire() sets isInDraw to true
* when loading offscreen render targets into their texture. */
context = context_acquire(device, NULL);
}
if (texture->resource.format->id == WINED3DFMT_P8_UINT
|| texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
{
for (i = 0; i < sub_count; ++i)
{
IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);
if (palette9_changed(surface))
{
TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
/* TODO: This is not necessarily needed with hw palettized texture support. */
surface_load_location(surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change,
* this kills performance though :( */
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
}
}
}
/* If the texture is marked dirty or the srgb sampler setting has changed
* since the last load then reload the surfaces. */
if (gl_tex->dirty)
{
for (i = 0; i < sub_count; ++i)
{
surface_load(surface_from_resource(texture->baseTexture.sub_resources[i]), srgb_mode);
}
}
else
{
TRACE("Texture %p not dirty, nothing to do.\n" , texture);
}
/* No longer dirty. */
gl_tex->dirty = FALSE;
if (context) context_release(context);
}
/* Do not call while under the GL lock. */
static void cubetexture_unload(struct wined3d_resource *resource)
{
IWineD3DBaseTextureImpl *texture = basetexture_from_resource(resource);
UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
UINT i;
TRACE("texture %p.\n", texture);
for (i = 0; i < sub_count; ++i)
{
struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
resource->resource_ops->resource_unload(sub_resource);
surface_set_texture_name(surface, 0, TRUE);
surface_set_texture_name(surface, 0, FALSE);
}
basetexture_unload(texture);
}
static const struct wined3d_texture_ops cubetexture_ops =
{
cubetexture_bind,
cubetexture_preload,
};
static const struct wined3d_resource_ops cubetexture_resource_ops =
{
cubetexture_unload,
};
static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
{
UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
UINT i;
TRACE("(%p) : Cleaning up.\n", This);
for (i = 0; i < sub_count; ++i)
{
struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i];
if (sub_resource)
{
IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);
/* Clean out the texture name we gave to the surface so that the
* surface doesn't try and release it. */
surface_set_texture_name(surface, 0, TRUE);
surface_set_texture_name(surface, 0, FALSE);
surface_set_texture_target(surface, 0);
surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
IWineD3DSurface_Release((IWineD3DSurface *)surface);
}
}
basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
}
/* *******************************************
IWineD3DCubeTexture IUnknown parts follow
******************************************* */
static 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_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
|| IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
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IUnknown_AddRef(iface);
*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
return InterlockedIncrement(&This->resource.ref);
}
/* Do not call while under the GL lock. */
static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (!ref)
{
cubetexture_cleanup(This);
This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
IWineD3DCubeTexture IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface,
REFGUID riid, const void *data, DWORD data_size, DWORD flags)
{
return resource_set_private_data(&((IWineD3DCubeTextureImpl *)iface)->resource, riid, data, data_size, flags);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface,
REFGUID guid, void *data, DWORD *data_size)
{
return resource_get_private_data(&((IWineD3DCubeTextureImpl *)iface)->resource, guid, data, data_size);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid)
{
return resource_free_private_data(&((IWineD3DCubeTextureImpl *)iface)->resource, refguid);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD priority)
{
return resource_set_priority(&((IWineD3DCubeTextureImpl *)iface)->resource, priority);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface)
{
return resource_get_priority(&((IWineD3DCubeTextureImpl *)iface)->resource);
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface)
{
cubetexture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface)
{
return resource_get_type(&((IWineD3DCubeTextureImpl *)iface)->resource);
}
static void * WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface)
{
TRACE("iface %p.\n", iface);
return ((IWineD3DCubeTextureImpl *)iface)->resource.parent;
}
/* ******************************************************
IWineD3DCubeTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
return basetexture_get_lod((IWineD3DBaseTextureImpl *)iface);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface)
{
return basetexture_get_level_count((IWineD3DBaseTextureImpl *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface,
WINED3DTEXTUREFILTERTYPE FilterType)
{
return basetexture_set_autogen_filter_type((IWineD3DBaseTextureImpl *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface)
{
return basetexture_get_autogen_filter_type((IWineD3DBaseTextureImpl *)iface);
}
static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface)
{
basetexture_generate_mipmaps((IWineD3DBaseTextureImpl *)iface);
}
static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface)
{
TRACE("iface %p.\n", iface);
return FALSE;
}
static struct wined3d_resource * WINAPI IWineD3DCubeTextureImpl_GetSubResource(IWineD3DCubeTexture *iface,
UINT sub_resource_idx)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx);
return basetexture_get_sub_resource(texture, sub_resource_idx);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_Map(IWineD3DCubeTexture *iface,
UINT sub_resource_idx, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
struct wined3d_resource *sub_resource;
TRACE("iface %p, sub_resource_idx %u, locked_rect %p, rect %s, flags %#x.\n",
iface, sub_resource_idx, locked_rect, wine_dbgstr_rect(rect), flags);
if (!(sub_resource = basetexture_get_sub_resource(texture, sub_resource_idx)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
return IWineD3DSurface_Map((IWineD3DSurface *)surface_from_resource(sub_resource),
locked_rect, rect, flags);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_Unmap(IWineD3DCubeTexture *iface,
UINT sub_resource_idx)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
struct wined3d_resource *sub_resource;
TRACE("iface %p, sub_resource_idx %u.\n",
iface, sub_resource_idx);
if (!(sub_resource = basetexture_get_sub_resource(texture, sub_resource_idx)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
return IWineD3DSurface_Unmap((IWineD3DSurface *)surface_from_resource(sub_resource));
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface,
WINED3DCUBEMAP_FACES face, const RECT *dirty_rect)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
UINT sub_resource_idx = face * texture->baseTexture.level_count;
struct wined3d_resource *sub_resource;
TRACE("iface %p, face %u, dirty_rect %s.\n",
iface, face, wine_dbgstr_rect(dirty_rect));
if (!(sub_resource = basetexture_get_sub_resource(texture, sub_resource_idx)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
basetexture_set_dirty(texture, TRUE);
surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_rect);
return WINED3D_OK;
}
static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
{
/* IUnknown */
IWineD3DCubeTextureImpl_QueryInterface,
IWineD3DCubeTextureImpl_AddRef,
IWineD3DCubeTextureImpl_Release,
/* IWineD3DResource */
IWineD3DCubeTextureImpl_GetParent,
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_IsCondNP2,
IWineD3DCubeTextureImpl_GetSubResource,
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/* IWineD3DCubeTexture */
IWineD3DCubeTextureImpl_Map,
IWineD3DCubeTextureImpl_Unmap,
IWineD3DCubeTextureImpl_AddDirtyRect
};
HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
UINT pow2_edge_length;
unsigned int i, j;
UINT tmp_w;
HRESULT hr;
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= format_id)
{
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
return WINED3DERR_INVALIDCALL;
}
if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
{
WARN("(%p) : Tried to create not supported cube texture.\n", texture);
return WINED3DERR_INVALIDCALL;
}
/* Calculate levels for mip mapping */
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
{
WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (levels > 1)
{
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
levels = 1;
}
else if (!levels)
{
levels = wined3d_log2i(edge_length) + 1;
TRACE("Calculated levels = %u.\n", levels);
}
texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &cubetexture_ops,
6, levels, WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool,
parent, parent_ops, &cubetexture_resource_ops);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x\n", hr);
return hr;
}
/* Find the nearest pow2 match. */
pow2_edge_length = 1;
while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
{
/* Precalculated scaling for 'faked' non power of two texture coords. */
texture->baseTexture.pow2Matrix[0] = 1.0f;
texture->baseTexture.pow2Matrix[5] = 1.0f;
texture->baseTexture.pow2Matrix[10] = 1.0f;
texture->baseTexture.pow2Matrix[15] = 1.0f;
}
else
{
/* Precalculated scaling for 'faked' non power of two texture coords. */
texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
texture->baseTexture.pow2Matrix[15] = 1.0f;
texture->baseTexture.pow2Matrix_identity = FALSE;
}
texture->baseTexture.target = GL_TEXTURE_CUBE_MAP_ARB;
/* Generate all the surfaces. */
tmp_w = edge_length;
for (i = 0; i < texture->baseTexture.level_count; ++i)
{
/* Create the 6 faces. */
for (j = 0; j < 6; ++j)
{
static const GLenum cube_targets[6] =
{
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,
};
UINT idx = j * texture->baseTexture.level_count + i;
IWineD3DSurface *surface;
hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
format_id, usage, pool, i /* Level */, j, &surface);
if (FAILED(hr))
{
FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
cubetexture_cleanup(texture);
return hr;
}
surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture);
surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
texture->baseTexture.sub_resources[idx] = &((IWineD3DSurfaceImpl *)surface)->resource;
TRACE("Created surface level %u @ %p.\n", i, surface);
}
tmp_w = max(1, tmp_w >> 1);
}
return WINED3D_OK;
}