/* * IWineD3DCubeTexture implementation * * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009-2010 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); sub_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; 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 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_AddDirtyRegion(IWineD3DCubeTexture *iface, UINT layer, const WINED3DBOX *dirty_region) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; struct wined3d_resource *sub_resource; TRACE("iface %p, layer %u, dirty_region %p.\n", iface, layer, dirty_region); if (!(sub_resource = basetexture_get_sub_resource(texture, layer * texture->baseTexture.level_count))) { 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_region); 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, /* IWineD3DBaseTexture */ IWineD3DCubeTextureImpl_SetLOD, IWineD3DCubeTextureImpl_GetLOD, IWineD3DCubeTextureImpl_GetLevelCount, IWineD3DCubeTextureImpl_SetAutoGenFilterType, IWineD3DCubeTextureImpl_GetAutoGenFilterType, IWineD3DCubeTextureImpl_GenerateMipSubLevels, IWineD3DCubeTextureImpl_IsCondNP2, IWineD3DCubeTextureImpl_GetSubResource, IWineD3DCubeTextureImpl_AddDirtyRegion, }; 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; }