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[wine] / dlls / wined3d / cubetexture.c
1 /*
2  * IWineD3DCubeTexture implementation
3  *
4  * Copyright 2002-2005 Jason Edmeades
5  * Copyright 2002-2005 Raphael Junqueira
6  * Copyright 2005 Oliver Stieber
7  *
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.
12  *
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.
17  *
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., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
28
29 static const GLenum cube_targets[6] = {
30 #if defined(GL_VERSION_1_3)
31   GL_TEXTURE_CUBE_MAP_POSITIVE_X,
32   GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
33   GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
34   GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
35   GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
36   GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
37 #else
38   GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
39   GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
40   GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
41   GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
42   GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
43   GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
44 #endif
45 };
46
47 /* *******************************************
48    IWineD3DCubeTexture IUnknown parts follow
49    ******************************************* */
50 HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
51 {
52     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
53     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
54     if (IsEqualGUID(riid, &IID_IUnknown)
55         || IsEqualGUID(riid, &IID_IWineD3DResource)
56         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
57         || IsEqualGUID(riid, &IID_IWineD3DTexture)) {
58         IUnknown_AddRef(iface);
59         *ppobj = This;
60         return D3D_OK;
61     }
62     return E_NOINTERFACE;
63 }
64
65 ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
66     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
67     TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
68     IUnknown_AddRef(This->resource.parent);
69     return InterlockedIncrement(&This->resource.ref);
70 }
71
72 ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
73     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
74     ULONG ref;
75     TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
76     ref = InterlockedDecrement(&This->resource.ref);
77     if (ref == 0) {
78         int i,j;
79         for (i = 0; i < This->baseTexture.levels; i++) {
80           for (j = 0; j < 6; j++) { 
81             if (This->surfaces[j][i] != NULL) {
82               TRACE("(%p) : Releasing surface%d %d  %p\n", This, j, i, This->surfaces[j][i]);
83               IWineD3DSurface_Release((IWineD3DSurface *) This->surfaces[j][i]);
84             }
85           }
86         }
87         IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
88         HeapFree(GetProcessHeap(), 0, This);
89     } else {
90         IUnknown_Release(This->resource.parent);  /* Released the reference to the d3dx object */
91     }
92     return ref;
93 }
94
95 /* ****************************************************
96    IWineD3DCubeTexture IWineD3DResource parts follow
97    **************************************************** */
98 HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
99     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
100 }
101
102 HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
103     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
104 }
105
106 HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
107     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
108 }
109
110 HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
111     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
112 }
113
114 DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
115     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
116 }
117
118 DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
119     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
120 }
121
122 void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
123     /* Override the IWineD3DResource Preload method */
124     unsigned int i,j;
125     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
126     
127     TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
128
129     IWineD3DCubeTexture_BindTexture(iface);
130         
131     ENTER_GL();
132     /* If were dirty then reload the surfaces */
133     if(This->baseTexture.dirty != FALSE) {
134         for (i = 0; i < This->baseTexture.levels; i++) {
135           for (j = 0; j < 6; j++)
136               IWineD3DSurface_LoadTexture((IWineD3DSurface *) This->surfaces[j][i], cube_targets[j], i);
137         }
138         /* No longer dirty */
139         This->baseTexture.dirty = FALSE;
140     }
141     LEAVE_GL();
142     return ;
143 }
144
145 D3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
146     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
147 }
148
149 HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
150     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
151 }
152
153 /* ******************************************************
154    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
155    ****************************************************** */
156 DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
157     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
158 }
159
160 DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
161     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
162 }
163
164 DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
165     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
166 }
167
168 HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
169   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
170 }
171
172 D3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
173   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
174 }
175
176 void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
177   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
178 }
179
180 /* Internal function, No d3d mapping */
181 BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
182     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
183 }
184
185 /* Internal function, No d3d mapping */
186 BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
187     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
188 }
189
190 HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
191     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
192     TRACE("(%p) : relay to BaseTexture \n", This);
193     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
194 }
195
196 HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
197     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
198     TRACE("(%p) : relay to BaseTexture \n", This);
199     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
200 }
201
202 UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
203     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
204     TRACE("(%p) \n", This);
205     
206     return GLTEXTURECUBEMAP;
207 }
208
209 /* *******************************************
210    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
211    ******************************************* */
212 HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
213     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
214     
215     if (Level < This->baseTexture.levels) {
216         TRACE("(%p) level (%d)\n", This, Level);
217         return IWineD3DSurface_GetDesc((IWineD3DSurface *) This->surfaces[0][Level], pDesc);
218     }
219     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
220     return D3DERR_INVALIDCALL;
221 }
222
223 HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
224     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
225     if (Level < This->baseTexture.levels) {
226         *ppCubeMapSurface = (IWineD3DSurface *) This->surfaces[FaceType][Level];
227         IWineD3DSurface_AddRef((IWineD3DSurface *) *ppCubeMapSurface);
228         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p \n", This, FaceType, Level, This->surfaces[FaceType][Level]);
229     } else {
230         FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
231         return D3DERR_INVALIDCALL;
232     }
233     return D3D_OK;
234 }
235
236 HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
237     HRESULT hr;
238     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
239
240     if (Level < This->baseTexture.levels) {
241       hr = IWineD3DSurface_LockRect((IWineD3DSurface *) This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
242       TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr);
243     } else {
244       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
245       return D3DERR_INVALIDCALL;
246     }
247     return hr;
248 }
249
250 HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level) {
251     HRESULT hr;
252     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
253
254     if (Level < This->baseTexture.levels) {
255       hr = IWineD3DSurface_UnlockRect((IWineD3DSurface *) This->surfaces[FaceType][Level]);
256       TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr);
257     } else {
258       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
259       return D3DERR_INVALIDCALL;
260     }
261     return hr;
262 }
263
264 HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
265     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
266     This->baseTexture.dirty = TRUE;
267     TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);    
268     return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *) This->surfaces[FaceType][0], pDirtyRect);
269 }
270
271
272 IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
273 {
274     /* IUnknown */
275     IWineD3DCubeTextureImpl_QueryInterface,
276     IWineD3DCubeTextureImpl_AddRef,
277     IWineD3DCubeTextureImpl_Release,
278     /* IWineD3DResource */
279     IWineD3DCubeTextureImpl_GetParent,
280     IWineD3DCubeTextureImpl_GetDevice,
281     IWineD3DCubeTextureImpl_SetPrivateData,
282     IWineD3DCubeTextureImpl_GetPrivateData,
283     IWineD3DCubeTextureImpl_FreePrivateData,
284     IWineD3DCubeTextureImpl_SetPriority,
285     IWineD3DCubeTextureImpl_GetPriority,
286     IWineD3DCubeTextureImpl_PreLoad,
287     IWineD3DCubeTextureImpl_GetType,
288     /*base texture */
289     IWineD3DCubeTextureImpl_SetLOD,
290     IWineD3DCubeTextureImpl_GetLOD,
291     IWineD3DCubeTextureImpl_GetLevelCount,
292     IWineD3DCubeTextureImpl_SetAutoGenFilterType,
293     IWineD3DCubeTextureImpl_GetAutoGenFilterType,
294     IWineD3DCubeTextureImpl_GenerateMipSubLevels,
295     IWineD3DCubeTextureImpl_SetDirty,
296     IWineD3DCubeTextureImpl_GetDirty,
297     IWineD3DCubeTextureImpl_BindTexture,
298     IWineD3DCubeTextureImpl_UnBindTexture,
299     IWineD3DCubeTextureImpl_GetTextureDimensions,    
300     /* cube texture */    
301     IWineD3DCubeTextureImpl_GetLevelDesc,
302     IWineD3DCubeTextureImpl_GetCubeMapSurface,
303     IWineD3DCubeTextureImpl_LockRect,
304     IWineD3DCubeTextureImpl_UnlockRect,
305     IWineD3DCubeTextureImpl_AddDirtyRect
306 };