/* * IWineD3DCubeTexture implementation * * Copyright 2002-2005 Jason Edmeades * 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; 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); IUnknown_AddRef(This->resource.parent); 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; for (i = 0; i < This->baseTexture.levels; i++) { for (j = 0; j < 6; j++) { if (This->surfaces[j][i] != NULL) { TRACE("(%p) : Releasing surface%d %d %p\n", This, j, i, This->surfaces[j][i]); IWineD3DSurface_Release((IWineD3DSurface *) This->surfaces[j][i]); } } } if(This->baseTexture.textureName != 0){ ENTER_GL(); TRACE("Deleting texture %d\n", This->baseTexture.textureName); glDeleteTextures(1, &This->baseTexture.textureName); LEAVE_GL(); } HeapFree(GetProcessHeap(), 0, This); } else { IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */ } 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; IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty); ENTER_GL(); #if 0 /* TODO: context manager support */ IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_CUBE_MAP_ARB, ENABLED, NOW /* make sure the state is applied now */); #else glEnable(GL_TEXTURE_CUBE_MAP_ARB); #endif /* Generate a texture name if we don't already have one */ if (This->baseTexture.textureName == 0) { glGenTextures(1, &This->baseTexture.textureName); checkGLcall("glGenTextures"); TRACE("Generated texture %d\n", This->baseTexture.textureName); if (This->baseTexture.pool == D3DPOOL_DEFAULT) { /* Tell opengl to try and keep this texture in video ram (well mostly) */ GLclampf tmp; tmp = 0.9f; glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp); } } /* Bind the texture */ if (This->baseTexture.textureName != 0) { glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->baseTexture.textureName); checkGLcall("glBindTexture"); } else { /* this only happened if we've run out of openGL textures */ WARN("This texture doesn't have an openGL texture assigned to it\n"); return; } /* 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++) IWineD3DSurface_LoadTexture((IWineD3DSurface *) This->surfaces[j][i], cube_targets[j], i); } /* No longer dirty */ This->baseTexture.dirty = FALSE; } /* Always need to reset the number of mipmap levels when rebinding as it is a property of the active texture unit, and another texture may have set it to a different value */ TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)"); #if 0 /* TODO: context manager support */ IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_CUBE_MAP_ARB, DISABLED, DELAYED); #endif 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; TRACE("(%p) : %d \n", This, This->baseTexture.textureName); ENTER_GL(); #if 0 /* TODO: context manager support */ IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_CUBE_MAP_ARB, ENABLED, NOW /* make sure the state is applied now */); #else glEnable(GL_TEXTURE_CUBE_MAP_ARB); #endif glBindTexture(GLTEXTURECUBEMAP, This->baseTexture.textureName); LEAVE_GL(); return D3D_OK; } HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; TRACE("(%p) \n", This); ENTER_GL(); glBindTexture(GLTEXTURECUBEMAP, 0); #if 0 /* TODO: context manager support */ IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_CUBE_MAP_ARB, ENABLED, NOW /* make sure the state is applied now */); #else glDisable(GL_TEXTURE_CUBE_MAP_ARB); #endif LEAVE_GL(); return D3D_OK; } UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){ IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; TRACE("(%p) \n", This); return GLTEXTURECUBEMAP; } /* ******************************************* IWineD3DCubeTexture IWineD3DCubeTexture parts follow ******************************************* */ 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((IWineD3DSurface *) 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; if (Level < This->baseTexture.levels) { *ppCubeMapSurface = (IWineD3DSurface *) This->surfaces[FaceType][Level]; IWineD3DSurface_AddRef((IWineD3DSurface *) *ppCubeMapSurface); TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p \n", This, FaceType, Level, This->surfaces[FaceType][Level]); } else { FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); return D3DERR_INVALIDCALL; } return D3D_OK; } HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) { HRESULT hr; IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; if (Level < This->baseTexture.levels) { hr = IWineD3DSurface_LockRect((IWineD3DSurface *) This->surfaces[FaceType][Level], pLockedRect, pRect, Flags); TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr); } else { FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); return D3DERR_INVALIDCALL; } return hr; } HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level) { HRESULT hr; IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; if (Level < This->baseTexture.levels) { hr = IWineD3DSurface_UnlockRect((IWineD3DSurface *) This->surfaces[FaceType][Level]); TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr); } else { FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); return D3DERR_INVALIDCALL; } return hr; } HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) { IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; This->baseTexture.dirty = TRUE; TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType); return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *) This->surfaces[FaceType][0], pDirtyRect); } 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, /*base texture */ IWineD3DCubeTextureImpl_SetLOD, IWineD3DCubeTextureImpl_GetLOD, IWineD3DCubeTextureImpl_GetLevelCount, IWineD3DCubeTextureImpl_SetAutoGenFilterType, IWineD3DCubeTextureImpl_GetAutoGenFilterType, IWineD3DCubeTextureImpl_GenerateMipSubLevels, IWineD3DCubeTextureImpl_SetDirty, IWineD3DCubeTextureImpl_GetDirty, IWineD3DCubeTextureImpl_BindTexture, IWineD3DCubeTextureImpl_UnBindTexture, IWineD3DCubeTextureImpl_GetTextureDimensions, /* cube texture */ IWineD3DCubeTextureImpl_GetLevelDesc, IWineD3DCubeTextureImpl_GetCubeMapSurface, IWineD3DCubeTextureImpl_LockRect, IWineD3DCubeTextureImpl_UnlockRect, IWineD3DCubeTextureImpl_AddDirtyRect };