wined3d: Introduce cubetexture_cleanup().
[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  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29
30 static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb)
31 {
32     unsigned int i, j;
33
34     TRACE("(%p) : Cleaning up.\n", This);
35
36     for (i = 0; i < This->baseTexture.levels; ++i)
37     {
38         for (j = 0; j < 6; ++j)
39         {
40             IWineD3DSurface *surface = This->surfaces[j][i];
41
42             if (surface)
43             {
44                 /* Clean out the texture name we gave to the surface so that the
45                  * surface doesn't try and release it. */
46                 surface_set_texture_name(surface, 0, TRUE);
47                 surface_set_texture_name(surface, 0, FALSE);
48                 surface_set_texture_target(surface, 0);
49                 IWineD3DSurface_SetContainer(surface, NULL);
50                 surface_destroy_cb(surface);
51             }
52         }
53     }
54     basetexture_cleanup((IWineD3DBaseTexture *)This);
55 }
56
57 /* *******************************************
58    IWineD3DCubeTexture IUnknown parts follow
59    ******************************************* */
60 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
61 {
62     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
63     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
64     if (IsEqualGUID(riid, &IID_IUnknown)
65         || IsEqualGUID(riid, &IID_IWineD3DBase)
66         || IsEqualGUID(riid, &IID_IWineD3DResource)
67         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
68         || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
69         IUnknown_AddRef(iface);
70         *ppobj = This;
71         return S_OK;
72     }
73     *ppobj = NULL;
74     return E_NOINTERFACE;
75 }
76
77 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
78     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
79     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
80     return InterlockedIncrement(&This->resource.ref);
81 }
82
83 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
84     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
85     ULONG ref;
86     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
87     ref = InterlockedDecrement(&This->resource.ref);
88     if (ref == 0) {
89         IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
90     }
91     return ref;
92 }
93
94 /* ****************************************************
95    IWineD3DCubeTexture IWineD3DResource parts follow
96    **************************************************** */
97 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
98     return resource_get_device((IWineD3DResource *)iface, ppDevice);
99 }
100
101 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
102     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
103 }
104
105 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
106     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
107 }
108
109 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
110     return resource_free_private_data((IWineD3DResource *)iface, refguid);
111 }
112
113 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
114     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
115 }
116
117 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
118     return resource_get_priority((IWineD3DResource *)iface);
119 }
120
121 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
122     /* Override the IWineD3DResource Preload method */
123     unsigned int i,j;
124     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
125     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
126     BOOL srgb_mode;
127     BOOL *dirty;
128
129     switch(srgb) {
130         case SRGB_RGB:      srgb_mode = FALSE; break;
131         case SRGB_BOTH:     cubetexture_internal_preload(iface, SRGB_RGB);
132         case SRGB_SRGB:     srgb_mode = TRUE; break;
133         /* DONTKNOW, and shut up the compiler */
134         default:            srgb_mode = This->baseTexture.is_srgb; break;
135     }
136     dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
137
138     TRACE("(%p) : About to load texture: dirtified(%d)\n", This, *dirty);
139
140     /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
141      * and a context was activated at the beginning of drawPrimitive
142      */
143     if(!device->isInDraw) {
144         /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
145          * offscreen render targets into their texture
146          */
147         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
148     }
149
150     if (This->resource.format_desc->format == WINED3DFMT_P8 || This->resource.format_desc->format == WINED3DFMT_A8P8)
151     {
152         for (i = 0; i < This->baseTexture.levels; i++) {
153             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
154                 if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i])) {
155                     TRACE("Reloading surface because the d3d8/9 palette was changed\n");
156                     /* TODO: This is not necessarily needed with hw palettized texture support */
157                     IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
158                     /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
159                     IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
160                 }
161             }
162         }
163     }
164     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
165     if (*dirty) {
166         for (i = 0; i < This->baseTexture.levels; i++) {
167             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
168                 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
169             }
170         }
171     } else {
172         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
173     }
174
175     /* No longer dirty */
176     *dirty = FALSE;
177     return;
178 }
179
180 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
181     cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
182 }
183
184 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
185     unsigned int i, j;
186     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
187     TRACE("(%p)\n", This);
188
189     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
190      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
191      * surface is fine
192      */
193     for (i = 0; i < This->baseTexture.levels; i++) {
194         for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
195             IWineD3DSurface_UnLoad(This->surfaces[j][i]);
196             surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
197             surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
198         }
199     }
200
201     basetexture_unload((IWineD3DBaseTexture *)iface);
202 }
203
204 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
205     return resource_get_type((IWineD3DResource *)iface);
206 }
207
208 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
209     return resource_get_parent((IWineD3DResource *)iface, pParent);
210 }
211
212 /* ******************************************************
213    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
214    ****************************************************** */
215 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
216     return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
217 }
218
219 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
220     return basetexture_get_lod((IWineD3DBaseTexture *)iface);
221 }
222
223 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
224     return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
225 }
226
227 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
228   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
229 }
230
231 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
232   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
233 }
234
235 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
236     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
237 }
238
239 /* Internal function, No d3d mapping */
240 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
241     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
242 }
243
244 /* Internal function, No d3d mapping */
245 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
246     return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
247 }
248
249 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
250     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
251     BOOL set_gl_texture_desc;
252     HRESULT hr;
253
254     TRACE("(%p) : relay to BaseTexture\n", This);
255
256     hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
257     if (set_gl_texture_desc && SUCCEEDED(hr)) {
258         UINT i, j;
259         for (i = 0; i < This->baseTexture.levels; ++i) {
260             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
261                 if(This->baseTexture.is_srgb) {
262                     surface_set_texture_name(This->surfaces[j][i], This->baseTexture.srgbTextureName, TRUE);
263                 } else {
264                     surface_set_texture_name(This->surfaces[j][i], This->baseTexture.textureName, FALSE);
265                 }
266             }
267         }
268     }
269
270     return hr;
271 }
272
273 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
274     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
275     TRACE("(%p)\n", This);
276
277     return GL_TEXTURE_CUBE_MAP_ARB;
278 }
279
280 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
281     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
282     TRACE("(%p)\n", This);
283
284     return FALSE;
285 }
286
287 /* *******************************************
288    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
289    ******************************************* */
290 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
291     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
292
293     cubetexture_cleanup(This, D3DCB_DestroySurface);
294     /* finally delete the object */
295     HeapFree(GetProcessHeap(), 0, This);
296 }
297
298 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
299     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
300
301     if (Level < This->baseTexture.levels) {
302         TRACE("(%p) level (%d)\n", This, Level);
303         return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
304     }
305     WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
306     return WINED3DERR_INVALIDCALL;
307 }
308
309 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
310     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
311     HRESULT hr = WINED3DERR_INVALIDCALL;
312
313     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
314         *ppCubeMapSurface = This->surfaces[FaceType][Level];
315         IWineD3DSurface_AddRef(*ppCubeMapSurface);
316
317         hr = WINED3D_OK;
318     }
319     if (WINED3D_OK == hr) {
320         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
321     } else {
322         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
323     }
324
325     return hr;
326 }
327
328 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
329     HRESULT hr = WINED3DERR_INVALIDCALL;
330     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
331
332     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
333         hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
334     }
335
336     if (WINED3D_OK == hr) {
337         TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
338     } else {
339         WARN("(%p) level(%d) overflow Levels(%d)  Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
340     }
341
342     return hr;
343 }
344
345 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
346     HRESULT hr = WINED3DERR_INVALIDCALL;
347     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
348
349     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
350         hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
351     }
352
353     if (WINED3D_OK == hr) {
354         TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
355     } else {
356         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
357     }
358     return hr;
359 }
360
361 static HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
362     HRESULT hr = WINED3DERR_INVALIDCALL;
363     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
364     This->baseTexture.dirty = TRUE;
365     This->baseTexture.srgbDirty = TRUE;
366     TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
367     if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
368         surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
369         hr = WINED3D_OK;
370     } else {
371         WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
372     }
373     return hr;
374 }
375
376
377 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
378 {
379     /* IUnknown */
380     IWineD3DCubeTextureImpl_QueryInterface,
381     IWineD3DCubeTextureImpl_AddRef,
382     IWineD3DCubeTextureImpl_Release,
383     /* IWineD3DResource */
384     IWineD3DCubeTextureImpl_GetParent,
385     IWineD3DCubeTextureImpl_GetDevice,
386     IWineD3DCubeTextureImpl_SetPrivateData,
387     IWineD3DCubeTextureImpl_GetPrivateData,
388     IWineD3DCubeTextureImpl_FreePrivateData,
389     IWineD3DCubeTextureImpl_SetPriority,
390     IWineD3DCubeTextureImpl_GetPriority,
391     IWineD3DCubeTextureImpl_PreLoad,
392     IWineD3DCubeTextureImpl_UnLoad,
393     IWineD3DCubeTextureImpl_GetType,
394     /* IWineD3DBaseTexture */
395     IWineD3DCubeTextureImpl_SetLOD,
396     IWineD3DCubeTextureImpl_GetLOD,
397     IWineD3DCubeTextureImpl_GetLevelCount,
398     IWineD3DCubeTextureImpl_SetAutoGenFilterType,
399     IWineD3DCubeTextureImpl_GetAutoGenFilterType,
400     IWineD3DCubeTextureImpl_GenerateMipSubLevels,
401     IWineD3DCubeTextureImpl_SetDirty,
402     IWineD3DCubeTextureImpl_GetDirty,
403     IWineD3DCubeTextureImpl_BindTexture,
404     IWineD3DCubeTextureImpl_GetTextureDimensions,
405     IWineD3DCubeTextureImpl_IsCondNP2,
406     /* IWineD3DCubeTexture */
407     IWineD3DCubeTextureImpl_Destroy,
408     IWineD3DCubeTextureImpl_GetLevelDesc,
409     IWineD3DCubeTextureImpl_GetCubeMapSurface,
410     IWineD3DCubeTextureImpl_LockRect,
411     IWineD3DCubeTextureImpl_UnlockRect,
412     IWineD3DCubeTextureImpl_AddDirtyRect
413 };