/* * IWineD3DCubeTexture implementation * * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009 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); /* Do not call while under the GL lock. */ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) { /* Override the IWineD3DResource Preload method. */ IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count; IWineD3DDeviceImpl *device = This->resource.device; struct wined3d_context *context = NULL; BOOL srgb_mode; BOOL *dirty; UINT i; switch (srgb) { case SRGB_RGB: srgb_mode = FALSE; break; case SRGB_BOTH: cubetexture_internal_preload(iface, SRGB_RGB); /* Fallthrough */ case SRGB_SRGB: srgb_mode = TRUE; break; default: srgb_mode = This->baseTexture.is_srgb; break; } dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty; TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *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, context_acquire() sets isInDraw to true * when loading offscreen render targets into their texture. */ context = context_acquire(device, NULL); } if (This->resource.format->id == WINED3DFMT_P8_UINT || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM) { for (i = 0; i < sub_count; ++i) { IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->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 (*dirty) { for (i = 0; i < sub_count; ++i) { IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode); } } else { TRACE("(%p) Texture not dirty, nothing to do.\n" , iface); } /* No longer dirty. */ *dirty = FALSE; if (context) context_release(context); } 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) { IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i]; if (surface) { /* 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((IWineD3DBaseTexture *)This); } /* ******************************************* IWineD3DCubeTexture IUnknown parts follow ******************************************* */ static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IWineD3DResource) || IsEqualGUID(riid, &IID_IWineD3DBaseTexture) || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) { IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; 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; 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 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); } /* Do not call while under the GL lock. */ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) { cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY); } /* Do not call while under the GL lock. */ static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count; UINT i; TRACE("iface %p.\n", iface); /* 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 < sub_count; ++i) { IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i]; IWineD3DSurface_UnLoad((IWineD3DSurface *)surface); surface_set_texture_name(surface, 0, TRUE); surface_set_texture_name(surface, 0, FALSE); } basetexture_unload((IWineD3DBaseTexture *)iface); } static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) { return resource_get_type((IWineD3DResource *)iface); } 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((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); } /* Context activation is done by the caller. */ static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; BOOL set_gl_texture_desc; HRESULT hr; TRACE("(%p) : relay to BaseTexture\n", This); hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc); if (set_gl_texture_desc && SUCCEEDED(hr)) { UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count; UINT i; for (i = 0; i < sub_count; ++i) { IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i]; if (This->baseTexture.is_srgb) surface_set_texture_name(surface, This->baseTexture.texture_srgb.name, TRUE); else surface_set_texture_name(surface, This->baseTexture.texture_rgb.name, FALSE); } } return hr; } static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) { TRACE("iface %p.\n", iface); return FALSE; } /* ******************************************* IWineD3DCubeTexture IWineD3DCubeTexture parts follow ******************************************* */ static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT level, WINED3DSURFACE_DESC *desc) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; IWineD3DSurface *surface; TRACE("iface %p, level %u, desc %p.\n", iface, level, desc); if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } IWineD3DSurface_GetDesc(surface, desc); return WINED3D_OK; } static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES face, UINT level, IWineD3DSurface **surface) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; IWineD3DSurface *s; TRACE("iface %p, face %u, level %u, surface %p.\n", iface, face, level, surface); if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } IWineD3DSurface_AddRef(s); *surface = s; TRACE("Returning surface %p.\n", *surface); return WINED3D_OK; } static HRESULT WINAPI IWineD3DCubeTextureImpl_Map(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES face, UINT level, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; IWineD3DSurface *surface; TRACE("iface %p, face %u, level %u, locked_rect %p, rect %s, flags %#x.\n", iface, face, level, locked_rect, wine_dbgstr_rect(rect), flags); if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } return IWineD3DSurface_Map(surface, locked_rect, rect, flags); } static HRESULT WINAPI IWineD3DCubeTextureImpl_Unmap(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES face, UINT level) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; IWineD3DSurface *surface; TRACE("iface %p, face %u, level %u.\n", iface, face, level); if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } return IWineD3DSurface_Unmap(surface); } static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES face, const RECT *dirty_rect) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; IWineD3DSurfaceImpl *surface; TRACE("iface %p, face %u, dirty_rect %s.\n", iface, face, wine_dbgstr_rect(dirty_rect)); if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, face, 0))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } texture->baseTexture.texture_rgb.dirty = TRUE; texture->baseTexture.texture_srgb.dirty = TRUE; surface_add_dirty_rect(surface, 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_UnLoad, IWineD3DCubeTextureImpl_GetType, /* IWineD3DBaseTexture */ IWineD3DCubeTextureImpl_SetLOD, IWineD3DCubeTextureImpl_GetLOD, IWineD3DCubeTextureImpl_GetLevelCount, IWineD3DCubeTextureImpl_SetAutoGenFilterType, IWineD3DCubeTextureImpl_GetAutoGenFilterType, IWineD3DCubeTextureImpl_GenerateMipSubLevels, IWineD3DCubeTextureImpl_SetDirty, IWineD3DCubeTextureImpl_GetDirty, IWineD3DCubeTextureImpl_BindTexture, IWineD3DCubeTextureImpl_IsCondNP2, /* IWineD3DCubeTexture */ IWineD3DCubeTextureImpl_GetLevelDesc, IWineD3DCubeTextureImpl_GetCubeMapSurface, 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, 6, levels, WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format, pool, parent, parent_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] = (IWineD3DResourceImpl *)surface; TRACE("Created surface level %u @ %p.\n", i, surface); } tmp_w = max(1, tmp_w >> 1); } texture->baseTexture.internal_preload = cubetexture_internal_preload; return WINED3D_OK; }