2 * IWineD3DCubeTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
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.
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.
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
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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
38 /* *******************************************
39 IWineD3DCubeTexture IUnknown parts follow
40 ******************************************* */
41 static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
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);
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);
64 static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
65 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
67 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
68 ref = InterlockedDecrement(&This->resource.ref);
70 IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
75 /* ****************************************************
76 IWineD3DCubeTexture IWineD3DResource parts follow
77 **************************************************** */
78 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
79 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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);
86 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
87 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
90 static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
91 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
94 static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
95 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
98 static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
99 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
102 static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
103 /* Override the IWineD3DResource Preload method */
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;
110 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
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
115 if(!device->isInDraw) {
116 /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
117 * offscreen render targets into their texture
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;
125 IWineD3DCubeTexture_BindTexture(iface);
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);
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
139 if (This->baseTexture.srgb_mode_change_count < 20)
140 ++This->baseTexture.srgb_mode_change_count;
142 FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
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);
152 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
156 /* No longer dirty */
157 This->baseTexture.dirty = FALSE;
161 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
162 IWineD3DResourceImpl_UnLoad((IWineD3DResource *)iface);
165 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
166 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
169 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
170 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
173 /* ******************************************************
174 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
175 ****************************************************** */
176 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
177 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
180 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
181 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
184 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
185 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
188 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
189 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
192 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
193 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
196 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
197 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
200 /* Internal function, No d3d mapping */
201 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
202 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
205 /* Internal function, No d3d mapping */
206 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
207 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
210 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
211 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
212 BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
215 TRACE("(%p) : relay to BaseTexture\n", This);
217 hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
218 if (set_gl_texture_desc && SUCCEEDED(hr)) {
220 for (i = 0; i < This->baseTexture.levels; ++i) {
221 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
222 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
230 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
231 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
232 TRACE("(%p) : relay to BaseTexture\n", This);
233 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
236 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
237 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
238 TRACE("(%p)\n", This);
240 return GL_TEXTURE_CUBE_MAP_ARB;
243 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
244 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
245 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
246 TRACE("(%p) : relay to BaseTexture\n", iface);
247 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
251 /* *******************************************
252 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
253 ******************************************* */
254 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
255 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
257 TRACE("(%p) : Cleaning up\n",This);
258 for (i = 0; i < This->baseTexture.levels; i++) {
259 for (j = 0; j < 6; j++) {
260 if (This->surfaces[j][i] != NULL) {
261 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
262 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
263 /* Cleanup the container */
264 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
265 D3DCB_DestroySurface(This->surfaces[j][i]);
269 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
270 /* finally delete the object */
271 HeapFree(GetProcessHeap(), 0, This);
274 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
275 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
277 if (Level < This->baseTexture.levels) {
278 TRACE("(%p) level (%d)\n", This, Level);
279 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
281 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
282 return WINED3DERR_INVALIDCALL;
285 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
286 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
287 HRESULT hr = WINED3DERR_INVALIDCALL;
289 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
290 *ppCubeMapSurface = This->surfaces[FaceType][Level];
291 IWineD3DSurface_AddRef(*ppCubeMapSurface);
295 if (WINED3D_OK == hr) {
296 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
298 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
304 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
305 HRESULT hr = WINED3DERR_INVALIDCALL;
306 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
308 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
309 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
312 if (WINED3D_OK == hr) {
313 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
315 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
321 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
322 HRESULT hr = WINED3DERR_INVALIDCALL;
323 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
325 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
326 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
329 if (WINED3D_OK == hr) {
330 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
332 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
337 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
338 HRESULT hr = WINED3DERR_INVALIDCALL;
339 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
340 This->baseTexture.dirty = TRUE;
341 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
342 if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
343 hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
345 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
351 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
354 IWineD3DCubeTextureImpl_QueryInterface,
355 IWineD3DCubeTextureImpl_AddRef,
356 IWineD3DCubeTextureImpl_Release,
357 /* IWineD3DResource */
358 IWineD3DCubeTextureImpl_GetParent,
359 IWineD3DCubeTextureImpl_GetDevice,
360 IWineD3DCubeTextureImpl_SetPrivateData,
361 IWineD3DCubeTextureImpl_GetPrivateData,
362 IWineD3DCubeTextureImpl_FreePrivateData,
363 IWineD3DCubeTextureImpl_SetPriority,
364 IWineD3DCubeTextureImpl_GetPriority,
365 IWineD3DCubeTextureImpl_PreLoad,
366 IWineD3DCubeTextureImpl_UnLoad,
367 IWineD3DCubeTextureImpl_GetType,
368 /* IWineD3DBaseTexture */
369 IWineD3DCubeTextureImpl_SetLOD,
370 IWineD3DCubeTextureImpl_GetLOD,
371 IWineD3DCubeTextureImpl_GetLevelCount,
372 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
373 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
374 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
375 IWineD3DCubeTextureImpl_SetDirty,
376 IWineD3DCubeTextureImpl_GetDirty,
377 IWineD3DCubeTextureImpl_BindTexture,
378 IWineD3DCubeTextureImpl_UnBindTexture,
379 IWineD3DCubeTextureImpl_GetTextureDimensions,
380 IWineD3DCubeTextureImpl_ApplyStateChanges,
381 /* IWineD3DCubeTexture */
382 IWineD3DCubeTextureImpl_Destroy,
383 IWineD3DCubeTextureImpl_GetLevelDesc,
384 IWineD3DCubeTextureImpl_GetCubeMapSurface,
385 IWineD3DCubeTextureImpl_LockRect,
386 IWineD3DCubeTextureImpl_UnlockRect,
387 IWineD3DCubeTextureImpl_AddDirtyRect