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
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
30 static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
32 /* Override the IWineD3DResource Preload method. */
33 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
34 UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
35 IWineD3DDeviceImpl *device = This->resource.device;
36 struct wined3d_context *context = NULL;
48 cubetexture_internal_preload(iface, SRGB_RGB);
56 srgb_mode = This->baseTexture.is_srgb;
59 dirty = srgb_mode ? &This->baseTexture.texture_srgb.dirty : &This->baseTexture.texture_rgb.dirty;
61 TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
63 /* We only have to activate a context for gl when we're not drawing.
64 * In most cases PreLoad will be called during draw and a context was
65 * activated at the beginning of drawPrimitive. */
66 if (!device->isInDraw)
68 /* No danger of recursive calls, context_acquire() sets isInDraw to true
69 * when loading offscreen render targets into their texture. */
70 context = context_acquire(device, NULL);
73 if (This->resource.format->id == WINED3DFMT_P8_UINT
74 || This->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
76 for (i = 0; i < sub_count; ++i)
78 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
80 if (palette9_changed(surface))
82 TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
83 /* TODO: This is not necessarily needed with hw palettized texture support. */
84 surface_load_location(surface, SFLAG_INSYSMEM, NULL);
85 /* Make sure the texture is reloaded because of the palette change,
86 * this kills performance though :( */
87 surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
92 /* If the texture is marked dirty or the srgb sampler setting has changed
93 * since the last load then reload the surfaces. */
96 for (i = 0; i < sub_count; ++i)
98 IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
103 TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
106 /* No longer dirty. */
109 if (context) context_release(context);
112 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
114 UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
117 TRACE("(%p) : Cleaning up.\n", This);
119 for (i = 0; i < sub_count; ++i)
121 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
125 /* Clean out the texture name we gave to the surface so that the
126 * surface doesn't try and release it. */
127 surface_set_texture_name(surface, 0, TRUE);
128 surface_set_texture_name(surface, 0, FALSE);
129 surface_set_texture_target(surface, 0);
130 surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);
131 IWineD3DSurface_Release((IWineD3DSurface *)surface);
134 basetexture_cleanup((IWineD3DBaseTexture *)This);
137 /* *******************************************
138 IWineD3DCubeTexture IUnknown parts follow
139 ******************************************* */
141 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
143 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
144 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
145 if (IsEqualGUID(riid, &IID_IUnknown)
146 || IsEqualGUID(riid, &IID_IWineD3DBase)
147 || IsEqualGUID(riid, &IID_IWineD3DResource)
148 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
149 || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
150 IUnknown_AddRef(iface);
155 return E_NOINTERFACE;
158 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
159 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
160 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
161 return InterlockedIncrement(&This->resource.ref);
164 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
165 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
167 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
168 ref = InterlockedDecrement(&This->resource.ref);
171 cubetexture_cleanup(This);
172 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
173 HeapFree(GetProcessHeap(), 0, This);
178 /* ****************************************************
179 IWineD3DCubeTexture IWineD3DResource parts follow
180 **************************************************** */
181 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
182 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
185 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
186 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
189 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
190 return resource_free_private_data((IWineD3DResource *)iface, refguid);
193 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
194 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
197 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
198 return resource_get_priority((IWineD3DResource *)iface);
201 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
202 cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
205 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface)
207 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
208 UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
211 TRACE("iface %p.\n", iface);
213 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
214 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
215 * surface is fine. */
217 for (i = 0; i < sub_count; ++i)
219 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
221 IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
222 surface_set_texture_name(surface, 0, TRUE);
223 surface_set_texture_name(surface, 0, FALSE);
226 basetexture_unload((IWineD3DBaseTexture *)iface);
229 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
230 return resource_get_type((IWineD3DResource *)iface);
233 static void * WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface)
235 TRACE("iface %p.\n", iface);
237 return ((IWineD3DCubeTextureImpl *)iface)->resource.parent;
240 /* ******************************************************
241 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
242 ****************************************************** */
243 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
244 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
247 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
248 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
251 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
252 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
255 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
256 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
259 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
260 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
263 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
264 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
267 /* Internal function, No d3d mapping */
268 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
269 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
272 /* Internal function, No d3d mapping */
273 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
274 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
277 /* Context activation is done by the caller. */
278 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
279 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
280 BOOL set_gl_texture_desc;
283 TRACE("(%p) : relay to BaseTexture\n", This);
285 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
286 if (set_gl_texture_desc && SUCCEEDED(hr))
288 UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
291 for (i = 0; i < sub_count; ++i)
293 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
295 if (This->baseTexture.is_srgb)
296 surface_set_texture_name(surface, This->baseTexture.texture_srgb.name, TRUE);
298 surface_set_texture_name(surface, This->baseTexture.texture_rgb.name, FALSE);
305 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface)
307 TRACE("iface %p.\n", iface);
309 return GL_TEXTURE_CUBE_MAP_ARB;
312 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface)
314 TRACE("iface %p.\n", iface);
319 /* *******************************************
320 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
321 ******************************************* */
322 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface,
323 UINT level, WINED3DSURFACE_DESC *desc)
325 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
326 IWineD3DSurface *surface;
328 TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
330 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
332 WARN("Failed to get sub-resource.\n");
333 return WINED3DERR_INVALIDCALL;
336 return IWineD3DSurface_GetDesc(surface, desc);
339 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface,
340 WINED3DCUBEMAP_FACES face, UINT level, IWineD3DSurface **surface)
342 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
345 TRACE("iface %p, face %u, level %u, surface %p.\n",
346 iface, face, level, surface);
348 if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
350 WARN("Failed to get sub-resource.\n");
351 return WINED3DERR_INVALIDCALL;
354 IWineD3DSurface_AddRef(s);
357 TRACE("Returning surface %p.\n", *surface);
362 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface,
363 WINED3DCUBEMAP_FACES face, UINT level, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
365 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
366 IWineD3DSurface *surface;
368 TRACE("iface %p, face %u, level %u, locked_rect %p, rect %s, flags %#x.\n",
369 iface, face, level, locked_rect, wine_dbgstr_rect(rect), flags);
371 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
373 WARN("Failed to get sub-resource.\n");
374 return WINED3DERR_INVALIDCALL;
377 return IWineD3DSurface_LockRect(surface, locked_rect, rect, flags);
380 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface,
381 WINED3DCUBEMAP_FACES face, UINT level)
383 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
384 IWineD3DSurface *surface;
386 TRACE("iface %p, face %u, level %u.\n",
389 if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
391 WARN("Failed to get sub-resource.\n");
392 return WINED3DERR_INVALIDCALL;
395 return IWineD3DSurface_UnlockRect(surface);
398 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface,
399 WINED3DCUBEMAP_FACES face, const RECT *dirty_rect)
401 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
402 IWineD3DSurfaceImpl *surface;
404 TRACE("iface %p, face %u, dirty_rect %s.\n",
405 iface, face, wine_dbgstr_rect(dirty_rect));
407 if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, face, 0)))
409 WARN("Failed to get sub-resource.\n");
410 return WINED3DERR_INVALIDCALL;
413 texture->baseTexture.texture_rgb.dirty = TRUE;
414 texture->baseTexture.texture_srgb.dirty = TRUE;
415 surface_add_dirty_rect(surface, dirty_rect);
420 static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
423 IWineD3DCubeTextureImpl_QueryInterface,
424 IWineD3DCubeTextureImpl_AddRef,
425 IWineD3DCubeTextureImpl_Release,
426 /* IWineD3DResource */
427 IWineD3DCubeTextureImpl_GetParent,
428 IWineD3DCubeTextureImpl_SetPrivateData,
429 IWineD3DCubeTextureImpl_GetPrivateData,
430 IWineD3DCubeTextureImpl_FreePrivateData,
431 IWineD3DCubeTextureImpl_SetPriority,
432 IWineD3DCubeTextureImpl_GetPriority,
433 IWineD3DCubeTextureImpl_PreLoad,
434 IWineD3DCubeTextureImpl_UnLoad,
435 IWineD3DCubeTextureImpl_GetType,
436 /* IWineD3DBaseTexture */
437 IWineD3DCubeTextureImpl_SetLOD,
438 IWineD3DCubeTextureImpl_GetLOD,
439 IWineD3DCubeTextureImpl_GetLevelCount,
440 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
441 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
442 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
443 IWineD3DCubeTextureImpl_SetDirty,
444 IWineD3DCubeTextureImpl_GetDirty,
445 IWineD3DCubeTextureImpl_BindTexture,
446 IWineD3DCubeTextureImpl_GetTextureDimensions,
447 IWineD3DCubeTextureImpl_IsCondNP2,
448 /* IWineD3DCubeTexture */
449 IWineD3DCubeTextureImpl_GetLevelDesc,
450 IWineD3DCubeTextureImpl_GetCubeMapSurface,
451 IWineD3DCubeTextureImpl_LockRect,
452 IWineD3DCubeTextureImpl_UnlockRect,
453 IWineD3DCubeTextureImpl_AddDirtyRect
456 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
457 IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
458 void *parent, const struct wined3d_parent_ops *parent_ops)
460 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
461 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
462 UINT pow2_edge_length;
467 /* TODO: It should only be possible to create textures for formats
468 * that are reported as supported. */
469 if (WINED3DFMT_UNKNOWN >= format_id)
471 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
472 return WINED3DERR_INVALIDCALL;
475 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP] && pool != WINED3DPOOL_SCRATCH)
477 WARN("(%p) : Tried to create not supported cube texture.\n", texture);
478 return WINED3DERR_INVALIDCALL;
481 /* Calculate levels for mip mapping */
482 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
484 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
486 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
487 return WINED3DERR_INVALIDCALL;
492 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
493 return WINED3DERR_INVALIDCALL;
500 levels = wined3d_log2i(edge_length) + 1;
501 TRACE("Calculated levels = %u.\n", levels);
504 texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
506 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 6, levels,
507 WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format, pool, parent, parent_ops);
510 WARN("Failed to initialize basetexture, returning %#x\n", hr);
514 /* Find the nearest pow2 match. */
515 pow2_edge_length = 1;
516 while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
518 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || (edge_length == pow2_edge_length))
520 /* Precalculated scaling for 'faked' non power of two texture coords. */
521 texture->baseTexture.pow2Matrix[0] = 1.0f;
522 texture->baseTexture.pow2Matrix[5] = 1.0f;
523 texture->baseTexture.pow2Matrix[10] = 1.0f;
524 texture->baseTexture.pow2Matrix[15] = 1.0f;
528 /* Precalculated scaling for 'faked' non power of two texture coords. */
529 texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
530 texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
531 texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
532 texture->baseTexture.pow2Matrix[15] = 1.0f;
533 texture->baseTexture.pow2Matrix_identity = FALSE;
536 /* Generate all the surfaces. */
538 for (i = 0; i < texture->baseTexture.level_count; ++i)
540 /* Create the 6 faces. */
541 for (j = 0; j < 6; ++j)
543 static const GLenum cube_targets[6] =
545 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
546 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
547 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
548 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
549 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
550 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
552 UINT idx = j * texture->baseTexture.level_count + i;
553 IWineD3DSurface *surface;
555 hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
556 format_id, usage, pool, i /* Level */, j, &surface);
559 FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
560 cubetexture_cleanup(texture);
564 surface_set_container((IWineD3DSurfaceImpl *)surface, WINED3D_CONTAINER_TEXTURE, (IWineD3DBase *)texture);
565 surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
566 texture->baseTexture.sub_resources[idx] = (IWineD3DResourceImpl *)surface;
567 TRACE("Created surface level %u @ %p.\n", i, surface);
569 tmp_w = max(1, tmp_w >> 1);
571 texture->baseTexture.internal_preload = cubetexture_internal_preload;