crypt32: Use skip to avoid failures where support is missing.
[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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
28
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
36 };
37
38 /* *******************************************
39    IWineD3DCubeTexture IUnknown parts follow
40    ******************************************* */
41 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
42 {
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);
51         *ppobj = This;
52         return S_OK;
53     }
54     *ppobj = NULL;
55     return E_NOINTERFACE;
56 }
57
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);
62 }
63
64 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
65     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
66     ULONG ref;
67     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
68     ref = InterlockedDecrement(&This->resource.ref);
69     if (ref == 0) {
70         IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
71     }
72     return ref;
73 }
74
75 /* ****************************************************
76    IWineD3DCubeTexture IWineD3DResource parts follow
77    **************************************************** */
78 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
79     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
80 }
81
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);
84 }
85
86 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
87     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
88 }
89
90 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
91     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
92 }
93
94 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
95     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
96 }
97
98 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
99     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
100 }
101
102 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
103     /* Override the IWineD3DResource Preload method */
104     unsigned int i,j;
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;
110
111     TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
112
113     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
114
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
117      */
118     if(!device->isInDraw) {
119         /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
120          * offscreen render targets into their texture
121          */
122         ENTER_GL();
123         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
124         LEAVE_GL();
125     } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
126         srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
127         srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
128         This->baseTexture.is_srgb = srgb_mode;
129     }
130     IWineD3DCubeTexture_BindTexture(iface);
131
132     ENTER_GL();
133     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
134     if (This->baseTexture.dirty) {
135         for (i = 0; i < This->baseTexture.levels; i++) {
136             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
137                 if(setGlTextureDesc)
138                       IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
139                 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
140             }
141         }
142     } else if (srgb_was_toggled) {
143         /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
144          * checking srgb_was_toggled in every iteration, even when the texture is just dirty
145          */
146         if (This->baseTexture.srgb_mode_change_count < 20)
147             ++This->baseTexture.srgb_mode_change_count;
148         else
149             FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
150
151         for (i = 0; i < This->baseTexture.levels; i++) {
152             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
153                 IWineD3DSurfaceImpl_AddDirtyRect(This->surfaces[j][i], NULL);
154                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
155                 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
156             }
157         }
158     } else {
159         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
160     }
161     LEAVE_GL();
162
163     /* No longer dirty */
164     This->baseTexture.dirty = FALSE;
165     return ;
166 }
167
168 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
169     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
170 }
171
172 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
173     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
174 }
175
176 /* ******************************************************
177    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
178    ****************************************************** */
179 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
180     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
181 }
182
183 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
184     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
185 }
186
187 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
188     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
189 }
190
191 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
192   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
193 }
194
195 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
196   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
197 }
198
199 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
200     IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
201 }
202
203 /* Internal function, No d3d mapping */
204 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
205     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
206 }
207
208 /* Internal function, No d3d mapping */
209 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
210     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
211 }
212
213 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
214     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
215     TRACE("(%p) : relay to BaseTexture\n", This);
216     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
217 }
218
219 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
220     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
221     TRACE("(%p) : relay to BaseTexture\n", This);
222     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
223 }
224
225 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
226     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
227     TRACE("(%p)\n", This);
228
229     return GL_TEXTURE_CUBE_MAP_ARB;
230 }
231
232 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface, 
233                                                         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], 
234                                                         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
235     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
236     float matrix[16];
237     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
238
239
240     /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
241     if(This->pow2scalingFactor != 1.0f) {
242         if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU &&
243            (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
244
245             glMatrixMode(GL_TEXTURE);
246             memset(matrix, 0 , sizeof(matrix));
247
248             matrix[0] = This->pow2scalingFactor;
249             matrix[5] = This->pow2scalingFactor;
250             matrix[10] = This->pow2scalingFactor;
251 #if 0 /* Translation fixup is no longer required (here for reminder) */
252             matrix[12] = -0.25f / (float)This->edgeLength;
253             matrix[13] = -0.75f / (float)This->edgeLength;
254             matrix[14] = -0.25f / (float)This->edgeLength;
255 #endif
256             TRACE("(%p) Setup Matrix:\n", This);
257             TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
258             TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
259             TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
260             TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
261             TRACE("\n");
262             glMultMatrixf(matrix);
263         } else {
264             /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
265             FIXME("Non-power2 texture being used with generated texture coords\n");
266         }
267     }
268
269 }
270
271
272 /* *******************************************
273    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
274    ******************************************* */
275 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
276     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
277     int i,j;
278     TRACE("(%p) : Cleaning up\n",This);
279     for (i = 0; i < This->baseTexture.levels; i++) {
280         for (j = 0; j < 6; j++) {
281             if (This->surfaces[j][i] != NULL) {
282                 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
283                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
284                 /* Cleanup the container */
285                 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
286                 D3DCB_DestroySurface(This->surfaces[j][i]);
287             }
288         }
289     }
290     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
291     /* finally delete the object */
292     HeapFree(GetProcessHeap(), 0, This);
293 }
294
295 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
296     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
297
298     if (Level < This->baseTexture.levels) {
299         TRACE("(%p) level (%d)\n", This, Level);
300         return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
301     }
302     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
303     return WINED3DERR_INVALIDCALL;
304 }
305
306 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
307     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
308     HRESULT hr = WINED3DERR_INVALIDCALL;
309
310     if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
311         *ppCubeMapSurface = This->surfaces[FaceType][Level];
312         IWineD3DSurface_AddRef(*ppCubeMapSurface);
313
314         hr = WINED3D_OK;
315     }
316     if (WINED3D_OK == hr) {
317         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
318     } else {
319         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
320     }
321
322     return hr;
323 }
324
325 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
326     HRESULT hr = WINED3DERR_INVALIDCALL;
327     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
328
329     if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
330         hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
331     }
332
333     if (WINED3D_OK == hr) {
334         TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
335     } else {
336         WARN("(%p) level(%d) overflow Levels(%d)  Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
337     }
338
339     return hr;
340 }
341
342 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
343     HRESULT hr = WINED3DERR_INVALIDCALL;
344     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
345
346     if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
347         hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
348     }
349
350     if (WINED3D_OK == hr) {
351         TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
352     } else {
353         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
354     }
355     return hr;
356 }
357
358 static HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
359     HRESULT hr = WINED3DERR_INVALIDCALL;
360     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
361     This->baseTexture.dirty = TRUE;
362     TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
363     if (FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
364         hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
365     } else {
366         WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
367     }
368     return hr;
369 }
370
371
372 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
373 {
374     /* IUnknown */
375     IWineD3DCubeTextureImpl_QueryInterface,
376     IWineD3DCubeTextureImpl_AddRef,
377     IWineD3DCubeTextureImpl_Release,
378     /* IWineD3DResource */
379     IWineD3DCubeTextureImpl_GetParent,
380     IWineD3DCubeTextureImpl_GetDevice,
381     IWineD3DCubeTextureImpl_SetPrivateData,
382     IWineD3DCubeTextureImpl_GetPrivateData,
383     IWineD3DCubeTextureImpl_FreePrivateData,
384     IWineD3DCubeTextureImpl_SetPriority,
385     IWineD3DCubeTextureImpl_GetPriority,
386     IWineD3DCubeTextureImpl_PreLoad,
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_UnBindTexture,
399     IWineD3DCubeTextureImpl_GetTextureDimensions,
400     IWineD3DCubeTextureImpl_ApplyStateChanges,
401     /* IWineD3DCubeTexture */
402     IWineD3DCubeTextureImpl_Destroy,
403     IWineD3DCubeTextureImpl_GetLevelDesc,
404     IWineD3DCubeTextureImpl_GetCubeMapSurface,
405     IWineD3DCubeTextureImpl_LockRect,
406     IWineD3DCubeTextureImpl_UnlockRect,
407     IWineD3DCubeTextureImpl_AddDirtyRect
408 };