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
*
* 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);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
/* *******************************************
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);
}
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 == 0) {
IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
}
return ref;
}
/* ****************************************************
IWineD3DCubeTexture IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
return resource_get_device((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
return resource_get_priority((IWineD3DResource *)iface);
}
static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
/* Override the IWineD3DResource Preload method */
unsigned int i,j;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL srgb_mode = This->baseTexture.is_srgb;
BOOL srgb_was_toggled = FALSE;
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TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
/* 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, ActivateContext sets isInDraw to true when loading
* offscreen render targets into their texture
*/
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
} else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
This->baseTexture.is_srgb = srgb_mode;
}
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if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i])) {
TRACE("Reloading surface because the d3d8/9 palette was changed\n");
/* TODO: This is not necessarily needed with hw palettized texture support */
IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
IWineD3DSurface_ModifyLocation(This->surfaces[j][i], 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 (This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
}
}
} else if (srgb_was_toggled) {
/* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
* checking srgb_was_toggled in every iteration, even when the texture is just dirty
*/
if (This->baseTexture.srgb_mode_change_count < 20)
++This->baseTexture.srgb_mode_change_count;
else
FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
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IWineD3DSurface_AddDirtyRect(This->surfaces[j][i], NULL);
surface_force_reload(This->surfaces[j][i]);
IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
}
}
} else {
TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
}
/* No longer dirty */
This->baseTexture.dirty = FALSE;
return ;
}
static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
unsigned int i, j;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
TRACE("(%p)\n", This);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine
*/
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
IWineD3DSurface_UnLoad(This->surfaces[j][i]);
surface_set_texture_name(This->surfaces[j][i], 0);
}
}
basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
return resource_get_type((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
return resource_get_parent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DCubeTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
HRESULT hr;
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TRACE("(%p) : relay to BaseTexture\n", This);
hr = basetexture_bind((IWineD3DBaseTexture *)iface);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i, j;
for (i = 0; i < This->baseTexture.levels; ++i) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
surface_set_texture_name(This->surfaces[j][i], This->baseTexture.textureName);
}
}
}
return hr;
}
static 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;
}
static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
TRACE("(%p)\n", This);
return FALSE;
}
static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
TRACE("(%p) : relay to BaseTexture\n", iface);
basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
/* *******************************************
IWineD3DCubeTexture IWineD3DCubeTexture parts follow
******************************************* */
static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
unsigned 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) {
IWineD3DSurface *surface = This->surfaces[j][i];
/* 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);
surface_set_texture_target(surface, 0);
/* Cleanup the container */
IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
D3DCB_DestroySurface(This->surfaces[j][i]);
}
}
}
basetexture_cleanup((IWineD3DBaseTexture *)iface);
/* finally delete the object */
HeapFree(GetProcessHeap(), 0, This);
}
static 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 WINED3DERR_INVALIDCALL;
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
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if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
*ppCubeMapSurface = This->surfaces[FaceType][Level];
IWineD3DSurface_AddRef(*ppCubeMapSurface);
hr = WINED3D_OK;
}
if (WINED3D_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) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
}
return hr;
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
}
if (WINED3D_OK == hr) {
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TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
} else {
WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
}
return hr;
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
}
if (WINED3D_OK == hr) {
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TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
} else {
WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
}
return hr;
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
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if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
} else {
WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
}
return hr;
}
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_UnLoad,
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,
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IWineD3DCubeTextureImpl_GetTextureDimensions,
IWineD3DCubeTextureImpl_IsCondNP2,
IWineD3DCubeTextureImpl_ApplyStateChanges,
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/* IWineD3DCubeTexture */
IWineD3DCubeTextureImpl_Destroy,
IWineD3DCubeTextureImpl_GetLevelDesc,
IWineD3DCubeTextureImpl_GetCubeMapSurface,
IWineD3DCubeTextureImpl_LockRect,
IWineD3DCubeTextureImpl_UnlockRect,
IWineD3DCubeTextureImpl_AddDirtyRect
};