Tidy up some comments and formatting.
[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       TRACE("(%p) : Cleaning up\n",This);
80         for (i = 0; i < This->baseTexture.levels; i++) {
81           for (j = 0; j < 6; j++) {
82             if (This->surfaces[j][i] != NULL) {
83                 /* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
84                 IUnknown* surfaceParent;
85                 /* Clean out the texture name we gave to the suface so that the surface doesn't try and release it */
86                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
87                 TRACE("(%p) : Releasing surface%d %d  %p\n", This, j, i, This->surfaces[j][i]);
88                 IWineD3DSurface_GetParent(This->surfaces[j][i], &surfaceParent);
89                 IUnknown_Release(surfaceParent);
90                 IUnknown_Release(surfaceParent);
91
92             }
93           }
94         }
95         IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
96         HeapFree(GetProcessHeap(), 0, This);
97     } else {
98         IUnknown_Release(This->resource.parent);  /* Released the reference to the d3dx object */
99     }
100     return ref;
101 }
102
103 /* ****************************************************
104    IWineD3DCubeTexture IWineD3DResource parts follow
105    **************************************************** */
106 HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
107     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
108 }
109
110 HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
111     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
112 }
113
114 HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
115     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
116 }
117
118 HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
119     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
120 }
121
122 DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
123     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
124 }
125
126 DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
127     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
128 }
129
130 void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
131     /* Override the IWineD3DResource Preload method */
132     unsigned int i,j;
133     BOOL setGlTextureDesc = FALSE;
134     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
135
136     TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
137
138     if (This->baseTexture.textureName == 0)  setGlTextureDesc = TRUE;
139
140     IWineD3DCubeTexture_BindTexture(iface);
141
142     ENTER_GL();
143     /* If were dirty then reload the surfaces */
144     if (This->baseTexture.dirty != FALSE) {
145         for (i = 0; i < This->baseTexture.levels; i++) {
146           for (j = 0; j < 6; j++)
147               if(setGlTextureDesc)
148                   IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
149                   IWineD3DSurface_LoadTexture((IWineD3DSurface *) This->surfaces[j][i]);
150         }
151         /* No longer dirty */
152         This->baseTexture.dirty = FALSE;
153     }
154     LEAVE_GL();
155     return ;
156 }
157
158 D3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
159     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
160 }
161
162 HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
163     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
164 }
165
166 /* ******************************************************
167    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
168    ****************************************************** */
169 DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
170     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
171 }
172
173 DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
174     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
175 }
176
177 DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
178     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
179 }
180
181 HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
182   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
183 }
184
185 D3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
186   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
187 }
188
189 void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
190   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
191 }
192
193 /* Internal function, No d3d mapping */
194 BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
195     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
196 }
197
198 /* Internal function, No d3d mapping */
199 BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
200     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
201 }
202
203 HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
204     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
205     TRACE("(%p) : relay to BaseTexture \n", This);
206     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
207 }
208
209 HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
210     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
211     TRACE("(%p) : relay to BaseTexture \n", This);
212     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
213 }
214
215 UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
216     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
217     TRACE("(%p) \n", This);
218
219     return GLTEXTURECUBEMAP;
220 }
221
222 /* *******************************************
223    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
224    ******************************************* */
225 HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
226     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
227
228     if (Level < This->baseTexture.levels) {
229         TRACE("(%p) level (%d)\n", This, Level);
230         return IWineD3DSurface_GetDesc((IWineD3DSurface *) This->surfaces[0][Level], pDesc);
231     }
232     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
233     return D3DERR_INVALIDCALL;
234 }
235
236 HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
237     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
238     if (Level < This->baseTexture.levels) {
239         *ppCubeMapSurface = (IWineD3DSurface *) This->surfaces[FaceType][Level];
240         IWineD3DSurface_AddRef((IWineD3DSurface *) *ppCubeMapSurface);
241         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p \n", This, FaceType, Level, This->surfaces[FaceType][Level]);
242     } else {
243         FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
244         return D3DERR_INVALIDCALL;
245     }
246     return D3D_OK;
247 }
248
249 HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
250     HRESULT hr;
251     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
252
253     if (Level < This->baseTexture.levels) {
254       hr = IWineD3DSurface_LockRect((IWineD3DSurface *) This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
255       TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr);
256     } else {
257       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
258       return D3DERR_INVALIDCALL;
259     }
260     return hr;
261 }
262
263 HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level) {
264     HRESULT hr;
265     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
266
267     if (Level < This->baseTexture.levels) {
268       hr = IWineD3DSurface_UnlockRect((IWineD3DSurface *) This->surfaces[FaceType][Level]);
269       TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr);
270     } else {
271       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
272       return D3DERR_INVALIDCALL;
273     }
274     return hr;
275 }
276
277 HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
278     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
279     This->baseTexture.dirty = TRUE;
280     TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
281     return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *) This->surfaces[FaceType][0], pDirtyRect);
282 }
283
284
285 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
286 {
287     /* IUnknown */
288     IWineD3DCubeTextureImpl_QueryInterface,
289     IWineD3DCubeTextureImpl_AddRef,
290     IWineD3DCubeTextureImpl_Release,
291     /* IWineD3DResource */
292     IWineD3DCubeTextureImpl_GetParent,
293     IWineD3DCubeTextureImpl_GetDevice,
294     IWineD3DCubeTextureImpl_SetPrivateData,
295     IWineD3DCubeTextureImpl_GetPrivateData,
296     IWineD3DCubeTextureImpl_FreePrivateData,
297     IWineD3DCubeTextureImpl_SetPriority,
298     IWineD3DCubeTextureImpl_GetPriority,
299     IWineD3DCubeTextureImpl_PreLoad,
300     IWineD3DCubeTextureImpl_GetType,
301     /* IWineD3DBaseTexture */
302     IWineD3DCubeTextureImpl_SetLOD,
303     IWineD3DCubeTextureImpl_GetLOD,
304     IWineD3DCubeTextureImpl_GetLevelCount,
305     IWineD3DCubeTextureImpl_SetAutoGenFilterType,
306     IWineD3DCubeTextureImpl_GetAutoGenFilterType,
307     IWineD3DCubeTextureImpl_GenerateMipSubLevels,
308     IWineD3DCubeTextureImpl_SetDirty,
309     IWineD3DCubeTextureImpl_GetDirty,
310     IWineD3DCubeTextureImpl_BindTexture,
311     IWineD3DCubeTextureImpl_UnBindTexture,
312     IWineD3DCubeTextureImpl_GetTextureDimensions,
313     /* IWineD3DCubeTexture */
314     IWineD3DCubeTextureImpl_GetLevelDesc,
315     IWineD3DCubeTextureImpl_GetCubeMapSurface,
316     IWineD3DCubeTextureImpl_LockRect,
317     IWineD3DCubeTextureImpl_UnlockRect,
318     IWineD3DCubeTextureImpl_AddDirtyRect
319 };