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
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.
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.
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
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 /* *******************************************
31 IWineD3DCubeTexture IUnknown parts follow
32 ******************************************* */
33 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
35 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
36 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
37 if (IsEqualGUID(riid, &IID_IUnknown)
38 || IsEqualGUID(riid, &IID_IWineD3DBase)
39 || IsEqualGUID(riid, &IID_IWineD3DResource)
40 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
41 || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
42 IUnknown_AddRef(iface);
50 static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
51 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
52 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
53 return InterlockedIncrement(&This->resource.ref);
56 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
57 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
59 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
60 ref = InterlockedDecrement(&This->resource.ref);
62 IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
67 /* ****************************************************
68 IWineD3DCubeTexture IWineD3DResource parts follow
69 **************************************************** */
70 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
71 return resource_get_device((IWineD3DResource *)iface, ppDevice);
74 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
75 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
78 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
79 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
82 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
83 return resource_free_private_data((IWineD3DResource *)iface, refguid);
86 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
87 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
90 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
91 return resource_get_priority((IWineD3DResource *)iface);
94 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
95 /* Override the IWineD3DResource Preload method */
97 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
98 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
103 case SRGB_RGB: srgb_mode = FALSE; break;
104 case SRGB_BOTH: cubetexture_internal_preload(iface, SRGB_RGB);
105 case SRGB_SRGB: srgb_mode = TRUE; break;
106 /* DONTKNOW, and shut up the compiler */
107 default: srgb_mode = This->baseTexture.is_srgb; break;
109 dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
111 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, *dirty);
113 /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
114 * and a context was activated at the beginning of drawPrimitive
116 if(!device->isInDraw) {
117 /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
118 * offscreen render targets into their texture
120 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
123 if (This->resource.format_desc->format == WINED3DFMT_P8 || This->resource.format_desc->format == WINED3DFMT_A8P8)
125 for (i = 0; i < This->baseTexture.levels; i++) {
126 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
127 if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i])) {
128 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
129 /* TODO: This is not necessarily needed with hw palettized texture support */
130 IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
131 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
132 IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
137 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
139 for (i = 0; i < This->baseTexture.levels; i++) {
140 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
141 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
145 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
148 /* No longer dirty */
153 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
154 cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
157 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
159 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
160 TRACE("(%p)\n", This);
162 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
163 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
166 for (i = 0; i < This->baseTexture.levels; i++) {
167 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
168 IWineD3DSurface_UnLoad(This->surfaces[j][i]);
169 surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
170 surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
174 basetexture_unload((IWineD3DBaseTexture *)iface);
177 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
178 return resource_get_type((IWineD3DResource *)iface);
181 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
182 return resource_get_parent((IWineD3DResource *)iface, pParent);
185 /* ******************************************************
186 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
187 ****************************************************** */
188 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
189 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
192 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
193 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
196 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
197 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
200 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
201 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
204 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
205 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
208 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
209 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
212 /* Internal function, No d3d mapping */
213 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
214 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
217 /* Internal function, No d3d mapping */
218 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
219 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
222 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
223 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
224 BOOL set_gl_texture_desc;
227 TRACE("(%p) : relay to BaseTexture\n", This);
229 hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
230 if (set_gl_texture_desc && SUCCEEDED(hr)) {
232 for (i = 0; i < This->baseTexture.levels; ++i) {
233 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
234 if(This->baseTexture.is_srgb) {
235 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.srgbTextureName, TRUE);
237 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.textureName, FALSE);
246 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
247 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
248 TRACE("(%p)\n", This);
250 return GL_TEXTURE_CUBE_MAP_ARB;
253 static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
254 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
255 TRACE("(%p)\n", This);
260 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
261 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
262 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
263 TRACE("(%p) : relay to BaseTexture\n", iface);
264 basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
268 /* *******************************************
269 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
270 ******************************************* */
271 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
272 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
274 TRACE("(%p) : Cleaning up\n",This);
275 for (i = 0; i < This->baseTexture.levels; i++) {
276 for (j = 0; j < 6; j++) {
277 if (This->surfaces[j][i] != NULL) {
278 IWineD3DSurface *surface = This->surfaces[j][i];
279 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
280 surface_set_texture_name(surface, 0, TRUE);
281 surface_set_texture_name(surface, 0, FALSE);
282 surface_set_texture_target(surface, 0);
283 /* Cleanup the container */
284 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
285 D3DCB_DestroySurface(This->surfaces[j][i]);
289 basetexture_cleanup((IWineD3DBaseTexture *)iface);
290 /* finally delete the object */
291 HeapFree(GetProcessHeap(), 0, This);
294 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
295 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
297 if (Level < This->baseTexture.levels) {
298 TRACE("(%p) level (%d)\n", This, Level);
299 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
301 WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
302 return WINED3DERR_INVALIDCALL;
305 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
306 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
307 HRESULT hr = WINED3DERR_INVALIDCALL;
309 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
310 *ppCubeMapSurface = This->surfaces[FaceType][Level];
311 IWineD3DSurface_AddRef(*ppCubeMapSurface);
315 if (WINED3D_OK == hr) {
316 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
318 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
324 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
325 HRESULT hr = WINED3DERR_INVALIDCALL;
326 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
328 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
329 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
332 if (WINED3D_OK == hr) {
333 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
335 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
341 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
342 HRESULT hr = WINED3DERR_INVALIDCALL;
343 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
345 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
346 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
349 if (WINED3D_OK == hr) {
350 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
352 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
357 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
358 HRESULT hr = WINED3DERR_INVALIDCALL;
359 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
360 This->baseTexture.dirty = TRUE;
361 This->baseTexture.srgbDirty = TRUE;
362 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
363 if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
364 surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
367 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
373 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
376 IWineD3DCubeTextureImpl_QueryInterface,
377 IWineD3DCubeTextureImpl_AddRef,
378 IWineD3DCubeTextureImpl_Release,
379 /* IWineD3DResource */
380 IWineD3DCubeTextureImpl_GetParent,
381 IWineD3DCubeTextureImpl_GetDevice,
382 IWineD3DCubeTextureImpl_SetPrivateData,
383 IWineD3DCubeTextureImpl_GetPrivateData,
384 IWineD3DCubeTextureImpl_FreePrivateData,
385 IWineD3DCubeTextureImpl_SetPriority,
386 IWineD3DCubeTextureImpl_GetPriority,
387 IWineD3DCubeTextureImpl_PreLoad,
388 IWineD3DCubeTextureImpl_UnLoad,
389 IWineD3DCubeTextureImpl_GetType,
390 /* IWineD3DBaseTexture */
391 IWineD3DCubeTextureImpl_SetLOD,
392 IWineD3DCubeTextureImpl_GetLOD,
393 IWineD3DCubeTextureImpl_GetLevelCount,
394 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
395 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
396 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
397 IWineD3DCubeTextureImpl_SetDirty,
398 IWineD3DCubeTextureImpl_GetDirty,
399 IWineD3DCubeTextureImpl_BindTexture,
400 IWineD3DCubeTextureImpl_GetTextureDimensions,
401 IWineD3DCubeTextureImpl_IsCondNP2,
402 IWineD3DCubeTextureImpl_ApplyStateChanges,
403 /* IWineD3DCubeTexture */
404 IWineD3DCubeTextureImpl_Destroy,
405 IWineD3DCubeTextureImpl_GetLevelDesc,
406 IWineD3DCubeTextureImpl_GetCubeMapSurface,
407 IWineD3DCubeTextureImpl_LockRect,
408 IWineD3DCubeTextureImpl_UnlockRect,
409 IWineD3DCubeTextureImpl_AddDirtyRect