ntdll: The FileMailslotSetInformation and FileCompletionInformation cases of NtSetInf...
[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     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
165     TRACE("(%p)\n", This);
166
167     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
168      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
169      * surface is fine
170      */
171     for (i = 0; i < This->baseTexture.levels; i++) {
172         for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
173             IWineD3DSurface_UnLoad(This->surfaces[j][i]);
174             IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, IWineD3DTexture_GetTextureDimensions(iface));
175         }
176     }
177
178     if(This->baseTexture.textureName) {
179         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
180         ENTER_GL();
181         glDeleteTextures(1, &This->baseTexture.textureName);
182         This->baseTexture.textureName = 0;
183         LEAVE_GL();
184     }
185 }
186
187 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
188     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
189 }
190
191 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
192     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
193 }
194
195 /* ******************************************************
196    IWineD3DCubeTexture IWineD3DBaseTexture parts follow
197    ****************************************************** */
198 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
199     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
200 }
201
202 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
203     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
204 }
205
206 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
207     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
208 }
209
210 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
211   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
212 }
213
214 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
215   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
216 }
217
218 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
219     IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
220 }
221
222 /* Internal function, No d3d mapping */
223 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
224     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
225 }
226
227 /* Internal function, No d3d mapping */
228 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
229     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
230 }
231
232 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
233     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
234     BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
235     HRESULT hr;
236
237     TRACE("(%p) : relay to BaseTexture\n", This);
238
239     hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
240     if (set_gl_texture_desc && SUCCEEDED(hr)) {
241         UINT i, j;
242         for (i = 0; i < This->baseTexture.levels; ++i) {
243             for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
244                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
245             }
246         }
247     }
248
249     return hr;
250 }
251
252 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
253     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
254     TRACE("(%p) : relay to BaseTexture\n", This);
255     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
256 }
257
258 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
259     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
260     TRACE("(%p)\n", This);
261
262     return GL_TEXTURE_CUBE_MAP_ARB;
263 }
264
265 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface, 
266                                                         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], 
267                                                         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
268     TRACE("(%p) : relay to BaseTexture\n", iface);
269     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
270 }
271
272
273 /* *******************************************
274    IWineD3DCubeTexture IWineD3DCubeTexture parts follow
275    ******************************************* */
276 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
277     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
278     unsigned int i,j;
279     TRACE("(%p) : Cleaning up\n",This);
280     for (i = 0; i < This->baseTexture.levels; i++) {
281         for (j = 0; j < 6; j++) {
282             if (This->surfaces[j][i] != NULL) {
283                 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
284                 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
285                 /* Cleanup the container */
286                 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
287                 D3DCB_DestroySurface(This->surfaces[j][i]);
288             }
289         }
290     }
291     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
292     /* finally delete the object */
293     HeapFree(GetProcessHeap(), 0, This);
294 }
295
296 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
297     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
298
299     if (Level < This->baseTexture.levels) {
300         TRACE("(%p) level (%d)\n", This, Level);
301         return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
302     }
303     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
304     return WINED3DERR_INVALIDCALL;
305 }
306
307 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
308     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
309     HRESULT hr = WINED3DERR_INVALIDCALL;
310
311     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
312         *ppCubeMapSurface = This->surfaces[FaceType][Level];
313         IWineD3DSurface_AddRef(*ppCubeMapSurface);
314
315         hr = WINED3D_OK;
316     }
317     if (WINED3D_OK == hr) {
318         TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
319     } else {
320         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
321     }
322
323     return hr;
324 }
325
326 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
327     HRESULT hr = WINED3DERR_INVALIDCALL;
328     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
329
330     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
331         hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
332     }
333
334     if (WINED3D_OK == hr) {
335         TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
336     } else {
337         WARN("(%p) level(%d) overflow Levels(%d)  Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
338     }
339
340     return hr;
341 }
342
343 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
344     HRESULT hr = WINED3DERR_INVALIDCALL;
345     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
346
347     if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
348         hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
349     }
350
351     if (WINED3D_OK == hr) {
352         TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
353     } else {
354         WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
355     }
356     return hr;
357 }
358
359 static HRESULT  WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
360     HRESULT hr = WINED3DERR_INVALIDCALL;
361     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
362     This->baseTexture.dirty = TRUE;
363     TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
364     if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
365         hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
366     } else {
367         WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
368     }
369     return hr;
370 }
371
372
373 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
374 {
375     /* IUnknown */
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_UnBindTexture,
401     IWineD3DCubeTextureImpl_GetTextureDimensions,
402     IWineD3DCubeTextureImpl_ApplyStateChanges,
403     /* IWineD3DCubeTexture */
404     IWineD3DCubeTextureImpl_Destroy,
405     IWineD3DCubeTextureImpl_GetLevelDesc,
406     IWineD3DCubeTextureImpl_GetCubeMapSurface,
407     IWineD3DCubeTextureImpl_LockRect,
408     IWineD3DCubeTextureImpl_UnlockRect,
409     IWineD3DCubeTextureImpl_AddDirtyRect
410 };