mscms: Create a copy of memory based profiles.
[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     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
106     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
107     BOOL srgb_mode = This->baseTexture.is_srgb;
108     BOOL srgb_was_toggled = FALSE;
109
110     TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
111
112     /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
113      * and a context was activated at the beginning of drawPrimitive
114      */
115     if(!device->isInDraw) {
116         /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
117          * offscreen render targets into their texture
118          */
119         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
120     } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
121         srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
122         srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
123         This->baseTexture.is_srgb = srgb_mode;
124     }
125     IWineD3DCubeTexture_BindTexture(iface);
126
127     ENTER_GL();
128     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
129     if (This->baseTexture.dirty) {
130         for (i = 0; i < This->baseTexture.levels; i++) {
131             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
132                 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
133             }
134         }
135     } else if (srgb_was_toggled) {
136         /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
137          * checking srgb_was_toggled in every iteration, even when the texture is just dirty
138          */
139         if (This->baseTexture.srgb_mode_change_count < 20)
140             ++This->baseTexture.srgb_mode_change_count;
141         else
142             FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
143
144         for (i = 0; i < This->baseTexture.levels; i++) {
145             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
146                 IWineD3DSurface_AddDirtyRect(This->surfaces[j][i], NULL);
147                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
148                 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
149             }
150         }
151     } else {
152         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
153     }
154     LEAVE_GL();
155
156     /* No longer dirty */
157     This->baseTexture.dirty = FALSE;
158     return ;
159 }
160
161 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
162     unsigned int i, j;
163     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
164     TRACE("(%p)\n", This);
165
166     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
167      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
168      * surface is fine
169      */
170     for (i = 0; i < This->baseTexture.levels; i++) {
171         for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
172             IWineD3DSurface_UnLoad(This->surfaces[j][i]);
173             IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, IWineD3DTexture_GetTextureDimensions(iface));
174         }
175     }
176
177     IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
178 }
179
180 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
181     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
182 }
183
184 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
185     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
186 }
187
188 /* ******************************************************
189    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
190    ****************************************************** */
191 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
192     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
193 }
194
195 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
196     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
197 }
198
199 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
200     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
201 }
202
203 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
204   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
205 }
206
207 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
208   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
209 }
210
211 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
212     IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
213 }
214
215 /* Internal function, No d3d mapping */
216 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
217     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
218 }
219
220 /* Internal function, No d3d mapping */
221 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
222     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
223 }
224
225 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
226     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
227     BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
228     HRESULT hr;
229
230     TRACE("(%p) : relay to BaseTexture\n", This);
231
232     hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
233     if (set_gl_texture_desc && SUCCEEDED(hr)) {
234         UINT i, j;
235         for (i = 0; i < This->baseTexture.levels; ++i) {
236             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
237                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
238             }
239         }
240     }
241
242     return hr;
243 }
244
245 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
246     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
247     TRACE("(%p) : relay to BaseTexture\n", This);
248     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
249 }
250
251 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
252     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
253     TRACE("(%p)\n", This);
254
255     return GL_TEXTURE_CUBE_MAP_ARB;
256 }
257
258 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface, 
259                                                         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], 
260                                                         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
261     TRACE("(%p) : relay to BaseTexture\n", iface);
262     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
263 }
264
265
266 /* *******************************************
267    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
268    ******************************************* */
269 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
270     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
271     unsigned int i,j;
272     TRACE("(%p) : Cleaning up\n",This);
273     for (i = 0; i < This->baseTexture.levels; i++) {
274         for (j = 0; j < 6; j++) {
275             if (This->surfaces[j][i] != NULL) {
276                 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
277                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
278                 /* Cleanup the container */
279                 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
280                 D3DCB_DestroySurface(This->surfaces[j][i]);
281             }
282         }
283     }
284     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
285     /* finally delete the object */
286     HeapFree(GetProcessHeap(), 0, This);
287 }
288
289 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
290     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
291
292     if (Level < This->baseTexture.levels) {
293         TRACE("(%p) level (%d)\n", This, Level);
294         return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
295     }
296     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
297     return WINED3DERR_INVALIDCALL;
298 }
299
300 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
301     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
302     HRESULT hr = WINED3DERR_INVALIDCALL;
303
304     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
305         *ppCubeMapSurface = This->surfaces[FaceType][Level];
306         IWineD3DSurface_AddRef(*ppCubeMapSurface);
307
308         hr = WINED3D_OK;
309     }
310     if (WINED3D_OK == hr) {
311         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
312     } else {
313         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
314     }
315
316     return hr;
317 }
318
319 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
320     HRESULT hr = WINED3DERR_INVALIDCALL;
321     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
322
323     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
324         hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
325     }
326
327     if (WINED3D_OK == hr) {
328         TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
329     } else {
330         WARN("(%p) level(%d) overflow Levels(%d)  Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
331     }
332
333     return hr;
334 }
335
336 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
337     HRESULT hr = WINED3DERR_INVALIDCALL;
338     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
339
340     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
341         hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
342     }
343
344     if (WINED3D_OK == hr) {
345         TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
346     } else {
347         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
348     }
349     return hr;
350 }
351
352 static HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
353     HRESULT hr = WINED3DERR_INVALIDCALL;
354     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
355     This->baseTexture.dirty = TRUE;
356     TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
357     if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
358         hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
359     } else {
360         WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
361     }
362     return hr;
363 }
364
365
366 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
367 {
368     /* IUnknown */
369     IWineD3DCubeTextureImpl_QueryInterface,
370     IWineD3DCubeTextureImpl_AddRef,
371     IWineD3DCubeTextureImpl_Release,
372     /* IWineD3DResource */
373     IWineD3DCubeTextureImpl_GetParent,
374     IWineD3DCubeTextureImpl_GetDevice,
375     IWineD3DCubeTextureImpl_SetPrivateData,
376     IWineD3DCubeTextureImpl_GetPrivateData,
377     IWineD3DCubeTextureImpl_FreePrivateData,
378     IWineD3DCubeTextureImpl_SetPriority,
379     IWineD3DCubeTextureImpl_GetPriority,
380     IWineD3DCubeTextureImpl_PreLoad,
381     IWineD3DCubeTextureImpl_UnLoad,
382     IWineD3DCubeTextureImpl_GetType,
383     /* IWineD3DBaseTexture */
384     IWineD3DCubeTextureImpl_SetLOD,
385     IWineD3DCubeTextureImpl_GetLOD,
386     IWineD3DCubeTextureImpl_GetLevelCount,
387     IWineD3DCubeTextureImpl_SetAutoGenFilterType,
388     IWineD3DCubeTextureImpl_GetAutoGenFilterType,
389     IWineD3DCubeTextureImpl_GenerateMipSubLevels,
390     IWineD3DCubeTextureImpl_SetDirty,
391     IWineD3DCubeTextureImpl_GetDirty,
392     IWineD3DCubeTextureImpl_BindTexture,
393     IWineD3DCubeTextureImpl_UnBindTexture,
394     IWineD3DCubeTextureImpl_GetTextureDimensions,
395     IWineD3DCubeTextureImpl_ApplyStateChanges,
396     /* IWineD3DCubeTexture */
397     IWineD3DCubeTextureImpl_Destroy,
398     IWineD3DCubeTextureImpl_GetLevelDesc,
399     IWineD3DCubeTextureImpl_GetCubeMapSurface,
400     IWineD3DCubeTextureImpl_LockRect,
401     IWineD3DCubeTextureImpl_UnlockRect,
402     IWineD3DCubeTextureImpl_AddDirtyRect
403 };