2 * IWineD3DCubeTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 /* *******************************************
31 IWineD3DCubeTexture IUnknown parts follow
32 ******************************************* */
33 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
35 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
36 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
37 if (IsEqualGUID(riid, &IID_IUnknown)
38 || IsEqualGUID(riid, &IID_IWineD3DBase)
39 || IsEqualGUID(riid, &IID_IWineD3DResource)
40 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
41 || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
42 IUnknown_AddRef(iface);
50 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
51 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
52 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
53 return InterlockedIncrement(&This->resource.ref);
56 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
57 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
59 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
60 ref = InterlockedDecrement(&This->resource.ref);
62 IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
67 /* ****************************************************
68 IWineD3DCubeTexture IWineD3DResource parts follow
69 **************************************************** */
70 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
71 return resource_get_device((IWineD3DResource *)iface, ppDevice);
74 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
75 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
78 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
79 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
82 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
83 return resource_free_private_data((IWineD3DResource *)iface, refguid);
86 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
87 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
90 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
91 return resource_get_priority((IWineD3DResource *)iface);
94 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
95 /* Override the IWineD3DResource Preload method */
97 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
98 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
99 BOOL srgb_mode = This->baseTexture.is_srgb;
100 BOOL srgb_was_toggled = FALSE;
102 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
104 /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
105 * and a context was activated at the beginning of drawPrimitive
107 if(!device->isInDraw) {
108 /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
109 * offscreen render targets into their texture
111 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
112 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
113 srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
114 srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
115 This->baseTexture.is_srgb = srgb_mode;
118 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
119 for (i = 0; i < This->baseTexture.levels; i++) {
120 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
121 if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i])) {
122 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
123 /* TODO: This is not necessarily needed with hw palettized texture support */
124 IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
125 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
126 IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
131 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
132 if (This->baseTexture.dirty) {
133 for (i = 0; i < This->baseTexture.levels; i++) {
134 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
135 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
138 } else if (srgb_was_toggled) {
139 /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
140 * checking srgb_was_toggled in every iteration, even when the texture is just dirty
142 if (This->baseTexture.srgb_mode_change_count < 20)
143 ++This->baseTexture.srgb_mode_change_count;
145 FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
147 for (i = 0; i < This->baseTexture.levels; i++) {
148 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
149 IWineD3DSurface_AddDirtyRect(This->surfaces[j][i], NULL);
150 surface_force_reload(This->surfaces[j][i]);
151 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
155 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
158 /* No longer dirty */
159 This->baseTexture.dirty = FALSE;
163 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
165 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
166 TRACE("(%p)\n", This);
168 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
169 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
172 for (i = 0; i < This->baseTexture.levels; i++) {
173 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
174 IWineD3DSurface_UnLoad(This->surfaces[j][i]);
175 surface_set_texture_name(This->surfaces[j][i], 0);
179 basetexture_unload((IWineD3DBaseTexture *)iface);
182 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
183 return resource_get_type((IWineD3DResource *)iface);
186 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
187 return resource_get_parent((IWineD3DResource *)iface, pParent);
190 /* ******************************************************
191 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
192 ****************************************************** */
193 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
194 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
197 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
198 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
201 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
202 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
205 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
206 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
209 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
210 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
213 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
214 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
217 /* Internal function, No d3d mapping */
218 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
219 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
222 /* Internal function, No d3d mapping */
223 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
224 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
227 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
228 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
229 BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
232 TRACE("(%p) : relay to BaseTexture\n", This);
234 hr = basetexture_bind((IWineD3DBaseTexture *)iface);
235 if (set_gl_texture_desc && SUCCEEDED(hr)) {
237 for (i = 0; i < This->baseTexture.levels; ++i) {
238 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
239 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.textureName);
247 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
248 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
249 TRACE("(%p)\n", This);
251 return GL_TEXTURE_CUBE_MAP_ARB;
254 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
255 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
256 TRACE("(%p)\n", This);
261 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
262 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
263 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
264 TRACE("(%p) : relay to BaseTexture\n", iface);
265 basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
269 /* *******************************************
270 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
271 ******************************************* */
272 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
273 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
275 TRACE("(%p) : Cleaning up\n",This);
276 for (i = 0; i < This->baseTexture.levels; i++) {
277 for (j = 0; j < 6; j++) {
278 if (This->surfaces[j][i] != NULL) {
279 IWineD3DSurface *surface = This->surfaces[j][i];
280 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
281 surface_set_texture_name(surface, 0);
282 surface_set_texture_target(surface, 0);
283 /* Cleanup the container */
284 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
285 D3DCB_DestroySurface(This->surfaces[j][i]);
289 basetexture_cleanup((IWineD3DBaseTexture *)iface);
290 /* finally delete the object */
291 HeapFree(GetProcessHeap(), 0, This);
294 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
295 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
297 if (Level < This->baseTexture.levels) {
298 TRACE("(%p) level (%d)\n", This, Level);
299 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
301 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
302 return WINED3DERR_INVALIDCALL;
305 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
306 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
307 HRESULT hr = WINED3DERR_INVALIDCALL;
309 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
310 *ppCubeMapSurface = This->surfaces[FaceType][Level];
311 IWineD3DSurface_AddRef(*ppCubeMapSurface);
315 if (WINED3D_OK == hr) {
316 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
318 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
324 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
325 HRESULT hr = WINED3DERR_INVALIDCALL;
326 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
328 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
329 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
332 if (WINED3D_OK == hr) {
333 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
335 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
341 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
342 HRESULT hr = WINED3DERR_INVALIDCALL;
343 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
345 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
346 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
349 if (WINED3D_OK == hr) {
350 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
352 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
357 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
358 HRESULT hr = WINED3DERR_INVALIDCALL;
359 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
360 This->baseTexture.dirty = TRUE;
361 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
362 if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
363 hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
365 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
371 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
374 IWineD3DCubeTextureImpl_QueryInterface,
375 IWineD3DCubeTextureImpl_AddRef,
376 IWineD3DCubeTextureImpl_Release,
377 /* IWineD3DResource */
378 IWineD3DCubeTextureImpl_GetParent,
379 IWineD3DCubeTextureImpl_GetDevice,
380 IWineD3DCubeTextureImpl_SetPrivateData,
381 IWineD3DCubeTextureImpl_GetPrivateData,
382 IWineD3DCubeTextureImpl_FreePrivateData,
383 IWineD3DCubeTextureImpl_SetPriority,
384 IWineD3DCubeTextureImpl_GetPriority,
385 IWineD3DCubeTextureImpl_PreLoad,
386 IWineD3DCubeTextureImpl_UnLoad,
387 IWineD3DCubeTextureImpl_GetType,
388 /* IWineD3DBaseTexture */
389 IWineD3DCubeTextureImpl_SetLOD,
390 IWineD3DCubeTextureImpl_GetLOD,
391 IWineD3DCubeTextureImpl_GetLevelCount,
392 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
393 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
394 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
395 IWineD3DCubeTextureImpl_SetDirty,
396 IWineD3DCubeTextureImpl_GetDirty,
397 IWineD3DCubeTextureImpl_BindTexture,
398 IWineD3DCubeTextureImpl_GetTextureDimensions,
399 IWineD3DCubeTextureImpl_IsCondNP2,
400 IWineD3DCubeTextureImpl_ApplyStateChanges,
401 /* IWineD3DCubeTexture */
402 IWineD3DCubeTextureImpl_Destroy,
403 IWineD3DCubeTextureImpl_GetLevelDesc,
404 IWineD3DCubeTextureImpl_GetCubeMapSurface,
405 IWineD3DCubeTextureImpl_LockRect,
406 IWineD3DCubeTextureImpl_UnlockRect,
407 IWineD3DCubeTextureImpl_AddDirtyRect