563 lines
20 KiB
C
563 lines
20 KiB
C
/*
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* IWineD3DCubeTexture implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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/* Do not call while under the GL lock. */
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static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
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{
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/* Override the IWineD3DResource Preload method. */
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
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IWineD3DDeviceImpl *device = This->resource.device;
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struct wined3d_context *context = NULL;
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BOOL srgb_mode;
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BOOL *dirty;
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UINT i;
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switch (srgb)
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{
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case SRGB_RGB:
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srgb_mode = FALSE;
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break;
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case SRGB_BOTH:
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cubetexture_internal_preload(iface, SRGB_RGB);
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/* Fallthrough */
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case SRGB_SRGB:
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srgb_mode = TRUE;
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break;
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default:
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srgb_mode = This->baseTexture.is_srgb;
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break;
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}
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dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
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TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
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/* We only have to activate a context for gl when we're not drawing.
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* In most cases PreLoad will be called during draw and a context was
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* activated at the beginning of drawPrimitive. */
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if (!device->isInDraw)
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{
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/* No danger of recursive calls, context_acquire() sets isInDraw to true
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* when loading offscreen render targets into their texture. */
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context = context_acquire(device, NULL);
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}
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if (This->resource.format->id == WINED3DFMT_P8_UINT
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|| This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
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{
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for (i = 0; i < sub_count; ++i)
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{
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IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
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if (palette9_changed(surface))
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{
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TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
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/* TODO: This is not necessarily needed with hw palettized texture support. */
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surface_load_location(surface, SFLAG_INSYSMEM, NULL);
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/* Make sure the texture is reloaded because of the palette change,
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* this kills performance though :( */
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surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
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}
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}
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}
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/* If the texture is marked dirty or the srgb sampler setting has changed
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* since the last load then reload the surfaces. */
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if (*dirty)
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{
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for (i = 0; i < sub_count; ++i)
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{
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IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
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}
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}
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else
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{
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TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
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}
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/* No longer dirty. */
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*dirty = FALSE;
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if (context) context_release(context);
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}
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static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
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{
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UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
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UINT i;
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TRACE("(%p) : Cleaning up.\n", This);
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for (i = 0; i < sub_count; ++i)
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{
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IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
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if (surface)
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{
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/* Clean out the texture name we gave to the surface so that the
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* surface doesn't try and release it. */
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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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surface_set_texture_target(surface, 0);
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surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
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IWineD3DSurface_Release((IWineD3DSurface *)surface);
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}
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}
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basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
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}
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/* *******************************************
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IWineD3DCubeTexture IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
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|| IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
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return InterlockedIncrement(&This->resource.ref);
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}
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/* Do not call while under the GL lock. */
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static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
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ref = InterlockedDecrement(&This->resource.ref);
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if (!ref)
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{
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cubetexture_cleanup(This);
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This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DCubeTexture IWineD3DResource parts follow
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**************************************************** */
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static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface,
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REFGUID riid, const void *data, DWORD data_size, DWORD flags)
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{
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return resource_set_private_data((IWineD3DResource *)iface, riid, data, data_size, flags);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
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return resource_free_private_data((IWineD3DResource *)iface, refguid);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
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return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
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return resource_get_priority((IWineD3DResource *)iface);
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}
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/* Do not call while under the GL lock. */
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static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
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cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
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}
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/* Do not call while under the GL lock. */
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static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface)
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{
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
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UINT i;
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TRACE("iface %p.\n", iface);
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/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
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* surface before, this one will be a NOP and vice versa. Unloading an unloaded
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* surface is fine. */
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for (i = 0; i < sub_count; ++i)
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{
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IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
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IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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}
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basetexture_unload((IWineD3DBaseTextureImpl *)This);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
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return resource_get_type((IWineD3DResource *)iface);
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}
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static void * WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface)
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{
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TRACE("iface %p.\n", iface);
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return ((IWineD3DCubeTextureImpl *)iface)->resource.parent;
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}
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/* ******************************************************
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IWineD3DCubeTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
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return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
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return basetexture_get_lod((IWineD3DBaseTexture *)iface);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface)
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{
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return basetexture_get_level_count((IWineD3DBaseTextureImpl *)iface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
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}
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static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
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return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
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}
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static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
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basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
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}
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/* Context activation is done by the caller. */
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static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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BOOL set_gl_texture_desc;
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HRESULT hr;
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TRACE("(%p) : relay to BaseTexture\n", This);
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hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
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if (set_gl_texture_desc && SUCCEEDED(hr))
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{
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UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
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UINT i;
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for (i = 0; i < sub_count; ++i)
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{
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IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
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if (This->baseTexture.is_srgb)
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surface_set_texture_name(surface, This->baseTexture.texture_srgb.name, TRUE);
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else
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surface_set_texture_name(surface, This->baseTexture.texture_rgb.name, FALSE);
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}
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}
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return hr;
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}
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static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface)
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{
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TRACE("iface %p.\n", iface);
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return FALSE;
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface,
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UINT sub_resource_idx, WINED3DSURFACE_DESC *desc)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DSurface *surface;
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TRACE("iface %p, sub_resource_idx %u, desc %p.\n", iface, sub_resource_idx, desc);
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if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, sub_resource_idx)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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IWineD3DSurface_GetDesc(surface, desc);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface,
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UINT sub_resource_idx, IWineD3DSurface **surface)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DSurface *s;
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TRACE("iface %p, sub_resource_idx %u, surface %p.\n",
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iface, sub_resource_idx, surface);
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if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, sub_resource_idx)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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IWineD3DSurface_AddRef(s);
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*surface = s;
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TRACE("Returning surface %p.\n", *surface);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_Map(IWineD3DCubeTexture *iface,
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UINT sub_resource_idx, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DSurface *surface;
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TRACE("iface %p, sub_resource_idx %u, locked_rect %p, rect %s, flags %#x.\n",
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iface, sub_resource_idx, locked_rect, wine_dbgstr_rect(rect), flags);
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if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, sub_resource_idx)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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return IWineD3DSurface_Map(surface, locked_rect, rect, flags);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_Unmap(IWineD3DCubeTexture *iface,
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UINT sub_resource_idx)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DSurface *surface;
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TRACE("iface %p, sub_resource_idx %u.\n",
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iface, sub_resource_idx);
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if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, sub_resource_idx)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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return IWineD3DSurface_Unmap(surface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface,
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WINED3DCUBEMAP_FACES face, const RECT *dirty_rect)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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UINT sub_resource_idx = face * texture->baseTexture.level_count;
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IWineD3DSurfaceImpl *surface;
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TRACE("iface %p, face %u, dirty_rect %s.\n",
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iface, face, wine_dbgstr_rect(dirty_rect));
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if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, sub_resource_idx)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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texture->baseTexture.texture_rgb.dirty = TRUE;
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texture->baseTexture.texture_srgb.dirty = TRUE;
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surface_add_dirty_rect(surface, dirty_rect);
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return WINED3D_OK;
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}
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static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
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{
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/* IUnknown */
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IWineD3DCubeTextureImpl_QueryInterface,
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IWineD3DCubeTextureImpl_AddRef,
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IWineD3DCubeTextureImpl_Release,
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/* IWineD3DResource */
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IWineD3DCubeTextureImpl_GetParent,
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IWineD3DCubeTextureImpl_SetPrivateData,
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IWineD3DCubeTextureImpl_GetPrivateData,
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IWineD3DCubeTextureImpl_FreePrivateData,
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IWineD3DCubeTextureImpl_SetPriority,
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IWineD3DCubeTextureImpl_GetPriority,
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IWineD3DCubeTextureImpl_PreLoad,
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IWineD3DCubeTextureImpl_UnLoad,
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IWineD3DCubeTextureImpl_GetType,
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/* IWineD3DBaseTexture */
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IWineD3DCubeTextureImpl_SetLOD,
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IWineD3DCubeTextureImpl_GetLOD,
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IWineD3DCubeTextureImpl_GetLevelCount,
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IWineD3DCubeTextureImpl_SetAutoGenFilterType,
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IWineD3DCubeTextureImpl_GetAutoGenFilterType,
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IWineD3DCubeTextureImpl_GenerateMipSubLevels,
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IWineD3DCubeTextureImpl_BindTexture,
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IWineD3DCubeTextureImpl_IsCondNP2,
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/* IWineD3DCubeTexture */
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IWineD3DCubeTextureImpl_GetLevelDesc,
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IWineD3DCubeTextureImpl_GetCubeMapSurface,
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IWineD3DCubeTextureImpl_Map,
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IWineD3DCubeTextureImpl_Unmap,
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IWineD3DCubeTextureImpl_AddDirtyRect
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};
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HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
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IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
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void *parent, const struct wined3d_parent_ops *parent_ops)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
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UINT pow2_edge_length;
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unsigned int i, j;
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UINT tmp_w;
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HRESULT hr;
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/* TODO: It should only be possible to create textures for formats
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* that are reported as supported. */
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if (WINED3DFMT_UNKNOWN >= format_id)
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{
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WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
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return WINED3DERR_INVALIDCALL;
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}
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if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
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{
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WARN("(%p) : Tried to create not supported cube texture.\n", texture);
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return WINED3DERR_INVALIDCALL;
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}
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/* Calculate levels for mip mapping */
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if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
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{
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if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
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{
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WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (levels > 1)
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{
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WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
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return WINED3DERR_INVALIDCALL;
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}
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levels = 1;
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}
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else if (!levels)
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{
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levels = wined3d_log2i(edge_length) + 1;
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TRACE("Calculated levels = %u.\n", levels);
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}
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texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
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hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 6, levels,
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WINED3DRTYPE_CUBETEXTURE, device, usage, format, pool, parent, parent_ops);
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if (FAILED(hr))
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{
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WARN("Failed to initialize basetexture, returning %#x\n", hr);
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return hr;
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}
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/* Find the nearest pow2 match. */
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pow2_edge_length = 1;
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while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
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if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
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{
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/* Precalculated scaling for 'faked' non power of two texture coords. */
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texture->baseTexture.pow2Matrix[0] = 1.0f;
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texture->baseTexture.pow2Matrix[5] = 1.0f;
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texture->baseTexture.pow2Matrix[10] = 1.0f;
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texture->baseTexture.pow2Matrix[15] = 1.0f;
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}
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else
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{
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/* Precalculated scaling for 'faked' non power of two texture coords. */
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texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
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texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
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texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
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texture->baseTexture.pow2Matrix[15] = 1.0f;
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texture->baseTexture.pow2Matrix_identity = FALSE;
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}
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texture->baseTexture.target = GL_TEXTURE_CUBE_MAP_ARB;
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/* Generate all the surfaces. */
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tmp_w = edge_length;
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for (i = 0; i < texture->baseTexture.level_count; ++i)
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{
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/* Create the 6 faces. */
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for (j = 0; j < 6; ++j)
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{
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static const GLenum cube_targets[6] =
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{
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GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
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};
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UINT idx = j * texture->baseTexture.level_count + i;
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IWineD3DSurface *surface;
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hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
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format_id, usage, pool, i /* Level */, j, &surface);
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if (FAILED(hr))
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{
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FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
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cubetexture_cleanup(texture);
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return hr;
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}
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surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture);
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surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
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texture->baseTexture.sub_resources[idx] = (IWineD3DResourceImpl *)surface;
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TRACE("Created surface level %u @ %p.\n", i, surface);
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}
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tmp_w = max(1, tmp_w >> 1);
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}
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texture->baseTexture.internal_preload = cubetexture_internal_preload;
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return WINED3D_OK;
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}
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