/* * 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); static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) { /* Override the IWineD3DResource Preload method. */ IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; IWineD3DDeviceImpl *device = This->resource.device; struct wined3d_context *context = NULL; unsigned int i, j; BOOL srgb_mode; BOOL *dirty; 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, CTXUSAGE_RESOURCELOAD); } if (This->resource.format_desc->format == WINED3DFMT_P8_UINT || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM) { 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 (*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 { 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) { unsigned int i, j; TRACE("(%p) : Cleaning up.\n", This); for (i = 0; i < This->baseTexture.levels; ++i) { for (j = 0; j < 6; ++j) { IWineD3DSurface *surface = This->surfaces[j][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); IWineD3DSurface_SetContainer(surface, NULL); IWineD3DSurface_Release(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); } 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); } static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) { cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY); } 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, TRUE); surface_set_texture_name(This->surfaces[j][i], 0, FALSE); } } 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); } /* 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 i, j; for (i = 0; i < This->baseTexture.levels; ++i) { for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) { if(This->baseTexture.is_srgb) { surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_srgb.name, TRUE); } else { surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_rgb.name, FALSE); } } } } 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; } /* ******************************************* IWineD3DCubeTexture IWineD3DCubeTexture parts follow ******************************************* */ 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); } WARN("(%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.texture_rgb.dirty = TRUE; This->baseTexture.texture_srgb.dirty = TRUE; TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType); if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect); hr = WINED3D_OK; } else { WARN("(%p) overflow FaceType(%d)\n", This, FaceType); } return hr; } 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_GetTextureDimensions, IWineD3DCubeTextureImpl_IsCondNP2, /* IWineD3DCubeTexture */ IWineD3DCubeTextureImpl_GetLevelDesc, IWineD3DCubeTextureImpl_GetCubeMapSurface, IWineD3DCubeTextureImpl_LockRect, IWineD3DCubeTextureImpl_UnlockRect, IWineD3DCubeTextureImpl_AddDirtyRect }; HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info); 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) { 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, levels, WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format_desc, 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; } /* Generate all the surfaces. */ tmp_w = edge_length; for (i = 0; i < texture->baseTexture.levels; ++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, }; hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w, format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]); if (FAILED(hr)) { FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr); texture->surfaces[j][i] = NULL; cubetexture_cleanup(texture); return hr; } IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture); TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]); surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]); } tmp_w = max(1, tmp_w >> 1); } texture->baseTexture.internal_preload = cubetexture_internal_preload; return WINED3D_OK; }