2 * IWineD3DCubeTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29 static const GLenum cube_targets[6] = {
30 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
31 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
32 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
33 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
34 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
35 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
38 /* *******************************************
39 IWineD3DCubeTexture IUnknown parts follow
40 ******************************************* */
41 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
43 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
44 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
45 if (IsEqualGUID(riid, &IID_IUnknown)
46 || IsEqualGUID(riid, &IID_IWineD3DBase)
47 || IsEqualGUID(riid, &IID_IWineD3DResource)
48 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
49 || IsEqualGUID(riid, &IID_IWineD3DTexture)) {
50 IUnknown_AddRef(iface);
58 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
59 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
60 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
61 return InterlockedIncrement(&This->resource.ref);
64 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
65 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
67 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
68 ref = InterlockedDecrement(&This->resource.ref);
70 IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
75 /* ****************************************************
76 IWineD3DCubeTexture IWineD3DResource parts follow
77 **************************************************** */
78 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
79 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
82 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
83 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
86 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
87 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
90 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
91 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
94 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
95 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
98 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
99 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
102 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
103 /* Override the IWineD3DResource Preload method */
105 BOOL setGlTextureDesc = FALSE;
106 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
107 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
108 BOOL srgb_mode = This->baseTexture.is_srgb;
109 BOOL srgb_was_toggled = FALSE;
111 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
113 if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
115 /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
116 * and a context was activated at the beginning of drawPrimitive
118 if(!device->isInDraw) {
119 /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
120 * offscreen render targets into their texture
122 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
123 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
124 srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
125 srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
126 This->baseTexture.is_srgb = srgb_mode;
128 IWineD3DCubeTexture_BindTexture(iface);
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++) {
136 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
137 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
140 } else if (srgb_was_toggled) {
141 /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
142 * checking srgb_was_toggled in every iteration, even when the texture is just dirty
144 if (This->baseTexture.srgb_mode_change_count < 20)
145 ++This->baseTexture.srgb_mode_change_count;
147 FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
149 for (i = 0; i < This->baseTexture.levels; i++) {
150 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
151 IWineD3DSurface_AddDirtyRect(This->surfaces[j][i], NULL);
152 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
153 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
157 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
161 /* No longer dirty */
162 This->baseTexture.dirty = FALSE;
166 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
167 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
170 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
171 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
174 /* ******************************************************
175 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
176 ****************************************************** */
177 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
178 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
181 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
182 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
185 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
186 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
189 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
190 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
193 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
194 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
197 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
198 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
201 /* Internal function, No d3d mapping */
202 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
203 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
206 /* Internal function, No d3d mapping */
207 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
208 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
211 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
212 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
213 TRACE("(%p) : relay to BaseTexture\n", This);
214 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
217 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
218 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
219 TRACE("(%p) : relay to BaseTexture\n", This);
220 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
223 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
224 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
225 TRACE("(%p)\n", This);
227 return GL_TEXTURE_CUBE_MAP_ARB;
230 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
231 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
232 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
233 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
235 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
238 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
239 if(This->pow2scalingFactor != 1.0f) {
240 if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU &&
241 (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
243 glMatrixMode(GL_TEXTURE);
244 memset(matrix, 0 , sizeof(matrix));
246 matrix[0] = This->pow2scalingFactor;
247 matrix[5] = This->pow2scalingFactor;
248 matrix[10] = This->pow2scalingFactor;
249 #if 0 /* Translation fixup is no longer required (here for reminder) */
250 matrix[12] = -0.25f / (float)This->edgeLength;
251 matrix[13] = -0.75f / (float)This->edgeLength;
252 matrix[14] = -0.25f / (float)This->edgeLength;
254 TRACE("(%p) Setup Matrix:\n", This);
255 TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
256 TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
257 TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
258 TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
260 glMultMatrixf(matrix);
262 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
263 FIXME("Non-power2 texture being used with generated texture coords\n");
270 /* *******************************************
271 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
272 ******************************************* */
273 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
274 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
276 TRACE("(%p) : Cleaning up\n",This);
277 for (i = 0; i < This->baseTexture.levels; i++) {
278 for (j = 0; j < 6; j++) {
279 if (This->surfaces[j][i] != NULL) {
280 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
281 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
282 /* Cleanup the container */
283 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
284 D3DCB_DestroySurface(This->surfaces[j][i]);
288 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
289 /* finally delete the object */
290 HeapFree(GetProcessHeap(), 0, This);
293 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
294 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
296 if (Level < This->baseTexture.levels) {
297 TRACE("(%p) level (%d)\n", This, Level);
298 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
300 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
301 return WINED3DERR_INVALIDCALL;
304 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
305 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
306 HRESULT hr = WINED3DERR_INVALIDCALL;
308 if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
309 *ppCubeMapSurface = This->surfaces[FaceType][Level];
310 IWineD3DSurface_AddRef(*ppCubeMapSurface);
314 if (WINED3D_OK == hr) {
315 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
317 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
323 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
324 HRESULT hr = WINED3DERR_INVALIDCALL;
325 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
327 if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
328 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
331 if (WINED3D_OK == hr) {
332 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
334 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
340 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
341 HRESULT hr = WINED3DERR_INVALIDCALL;
342 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
344 if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
345 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
348 if (WINED3D_OK == hr) {
349 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
351 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
356 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
357 HRESULT hr = WINED3DERR_INVALIDCALL;
358 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
359 This->baseTexture.dirty = TRUE;
360 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
361 if (FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
362 hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
364 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
370 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
373 IWineD3DCubeTextureImpl_QueryInterface,
374 IWineD3DCubeTextureImpl_AddRef,
375 IWineD3DCubeTextureImpl_Release,
376 /* IWineD3DResource */
377 IWineD3DCubeTextureImpl_GetParent,
378 IWineD3DCubeTextureImpl_GetDevice,
379 IWineD3DCubeTextureImpl_SetPrivateData,
380 IWineD3DCubeTextureImpl_GetPrivateData,
381 IWineD3DCubeTextureImpl_FreePrivateData,
382 IWineD3DCubeTextureImpl_SetPriority,
383 IWineD3DCubeTextureImpl_GetPriority,
384 IWineD3DCubeTextureImpl_PreLoad,
385 IWineD3DCubeTextureImpl_GetType,
386 /* IWineD3DBaseTexture */
387 IWineD3DCubeTextureImpl_SetLOD,
388 IWineD3DCubeTextureImpl_GetLOD,
389 IWineD3DCubeTextureImpl_GetLevelCount,
390 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
391 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
392 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
393 IWineD3DCubeTextureImpl_SetDirty,
394 IWineD3DCubeTextureImpl_GetDirty,
395 IWineD3DCubeTextureImpl_BindTexture,
396 IWineD3DCubeTextureImpl_UnBindTexture,
397 IWineD3DCubeTextureImpl_GetTextureDimensions,
398 IWineD3DCubeTextureImpl_ApplyStateChanges,
399 /* IWineD3DCubeTexture */
400 IWineD3DCubeTextureImpl_Destroy,
401 IWineD3DCubeTextureImpl_GetLevelDesc,
402 IWineD3DCubeTextureImpl_GetCubeMapSurface,
403 IWineD3DCubeTextureImpl_LockRect,
404 IWineD3DCubeTextureImpl_UnlockRect,
405 IWineD3DCubeTextureImpl_AddDirtyRect