/* * IWineD3DCubeTexture implementation * * Copyright 2002-2005 Jason Edmeades * 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; 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); } 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 == 0) { IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface); } return ref; } /* **************************************************** IWineD3DCubeTexture IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) { return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) { return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) { return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) { return IWineD3DResourceImpl_GetPriority((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; 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; } 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++) { 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); } } IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface); } static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) { return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); } static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) { return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); } /* ****************************************************** IWineD3DCubeTexture IWineD3DBaseTexture parts follow ****************************************************** */ static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) { return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew); } static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) { return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface); } static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) { return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType); } static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) { return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface); } static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) { IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface); } /* Internal function, No d3d mapping */ static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) { return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty); } /* Internal function, No d3d mapping */ static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) { return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; BOOL set_gl_texture_desc = This->baseTexture.textureName == 0; HRESULT hr; TRACE("(%p) : relay to BaseTexture\n", This); hr = IWineD3DBaseTextureImpl_BindTexture((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; TRACE("(%p)\n", This); 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); IWineD3DBaseTextureImpl_ApplyStateChanges((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]); } } } IWineD3DBaseTextureImpl_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; 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; 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) { 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; if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags); } if (WINED3D_OK == hr) { 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; if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]); } if (WINED3D_OK == hr) { 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; TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType); 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, /* IWineD3DBaseTexture */ IWineD3DCubeTextureImpl_SetLOD, IWineD3DCubeTextureImpl_GetLOD, IWineD3DCubeTextureImpl_GetLevelCount, IWineD3DCubeTextureImpl_SetAutoGenFilterType, IWineD3DCubeTextureImpl_GetAutoGenFilterType, IWineD3DCubeTextureImpl_GenerateMipSubLevels, IWineD3DCubeTextureImpl_SetDirty, IWineD3DCubeTextureImpl_GetDirty, IWineD3DCubeTextureImpl_BindTexture, IWineD3DCubeTextureImpl_GetTextureDimensions, IWineD3DCubeTextureImpl_IsCondNP2, IWineD3DCubeTextureImpl_ApplyStateChanges, /* IWineD3DCubeTexture */ IWineD3DCubeTextureImpl_Destroy, IWineD3DCubeTextureImpl_GetLevelDesc, IWineD3DCubeTextureImpl_GetCubeMapSurface, IWineD3DCubeTextureImpl_LockRect, IWineD3DCubeTextureImpl_UnlockRect, IWineD3DCubeTextureImpl_AddDirtyRect };