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 static void WINAPI
IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture
*iface
) {
95 /* Override the IWineD3DResource Preload method */
97 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
98 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
99 BOOL srgb_mode
= This
->baseTexture
.is_srgb
;
100 BOOL srgb_was_toggled
= FALSE
;
102 TRACE("(%p) : About to load texture: dirtified(%d)\n", This
, This
->baseTexture
.dirty
);
104 /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
105 * and a context was activated at the beginning of drawPrimitive
107 if(!device
->isInDraw
) {
108 /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
109 * offscreen render targets into their texture
111 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
112 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB
) && This
->baseTexture
.bindCount
> 0) {
113 srgb_mode
= device
->stateBlock
->samplerState
[This
->baseTexture
.sampler
][WINED3DSAMP_SRGBTEXTURE
];
114 srgb_was_toggled
= (This
->baseTexture
.is_srgb
!= srgb_mode
);
115 This
->baseTexture
.is_srgb
= srgb_mode
;
118 if (This
->resource
.format
== WINED3DFMT_P8
|| This
->resource
.format
== WINED3DFMT_A8P8
) {
119 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
120 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
121 if(palette9_changed((IWineD3DSurfaceImpl
*)This
->surfaces
[j
][i
])) {
122 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
123 /* TODO: This is not necessarily needed with hw palettized texture support */
124 IWineD3DSurface_LoadLocation(This
->surfaces
[j
][i
], SFLAG_INSYSMEM
, NULL
);
125 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
126 IWineD3DSurface_ModifyLocation(This
->surfaces
[j
][i
], SFLAG_INTEXTURE
, FALSE
);
131 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
132 if (This
->baseTexture
.dirty
) {
133 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
134 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
135 IWineD3DSurface_LoadTexture(This
->surfaces
[j
][i
], srgb_mode
);
138 } else if (srgb_was_toggled
) {
139 /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
140 * checking srgb_was_toggled in every iteration, even when the texture is just dirty
142 if (This
->baseTexture
.srgb_mode_change_count
< 20)
143 ++This
->baseTexture
.srgb_mode_change_count
;
145 FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This
);
147 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
148 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
149 IWineD3DSurface_AddDirtyRect(This
->surfaces
[j
][i
], NULL
);
150 surface_force_reload(This
->surfaces
[j
][i
]);
151 IWineD3DSurface_LoadTexture(This
->surfaces
[j
][i
], srgb_mode
);
155 TRACE("(%p) Texture not dirty, nothing to do\n" , iface
);
158 /* No longer dirty */
159 This
->baseTexture
.dirty
= FALSE
;
163 static void WINAPI
IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture
*iface
) {
165 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
166 TRACE("(%p)\n", This
);
168 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
169 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
172 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
173 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
174 IWineD3DSurface_UnLoad(This
->surfaces
[j
][i
]);
175 surface_set_texture_name(This
->surfaces
[j
][i
], 0);
179 basetexture_unload((IWineD3DBaseTexture
*)iface
);
182 static WINED3DRESOURCETYPE WINAPI
IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture
*iface
) {
183 return resource_get_type((IWineD3DResource
*)iface
);
186 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture
*iface
, IUnknown
**pParent
) {
187 return resource_get_parent((IWineD3DResource
*)iface
, pParent
);
190 /* ******************************************************
191 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
192 ****************************************************** */
193 static DWORD WINAPI
IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture
*iface
, DWORD LODNew
) {
194 return basetexture_set_lod((IWineD3DBaseTexture
*)iface
, LODNew
);
197 static DWORD WINAPI
IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture
*iface
) {
198 return basetexture_get_lod((IWineD3DBaseTexture
*)iface
);
201 static DWORD WINAPI
IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture
*iface
) {
202 return basetexture_get_level_count((IWineD3DBaseTexture
*)iface
);
205 static HRESULT WINAPI
IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
206 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture
*)iface
, FilterType
);
209 static WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture
*iface
) {
210 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture
*)iface
);
213 static void WINAPI
IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture
*iface
) {
214 basetexture_generate_mipmaps((IWineD3DBaseTexture
*)iface
);
217 /* Internal function, No d3d mapping */
218 static BOOL WINAPI
IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture
*iface
, BOOL dirty
) {
219 return basetexture_set_dirty((IWineD3DBaseTexture
*)iface
, dirty
);
222 /* Internal function, No d3d mapping */
223 static BOOL WINAPI
IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture
*iface
) {
224 return basetexture_get_dirty((IWineD3DBaseTexture
*)iface
);
227 static HRESULT WINAPI
IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture
*iface
) {
228 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
229 BOOL set_gl_texture_desc
= This
->baseTexture
.textureName
== 0;
232 TRACE("(%p) : relay to BaseTexture\n", This
);
234 hr
= basetexture_bind((IWineD3DBaseTexture
*)iface
);
235 if (set_gl_texture_desc
&& SUCCEEDED(hr
)) {
237 for (i
= 0; i
< This
->baseTexture
.levels
; ++i
) {
238 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; ++j
) {
239 surface_set_texture_name(This
->surfaces
[j
][i
], This
->baseTexture
.textureName
);
247 static UINT WINAPI
IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture
*iface
){
248 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
249 TRACE("(%p)\n", This
);
251 return GL_TEXTURE_CUBE_MAP_ARB
;
254 static BOOL WINAPI
IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture
*iface
) {
255 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
256 TRACE("(%p)\n", This
);
261 static void WINAPI
IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture
*iface
,
262 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
263 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
264 TRACE("(%p) : relay to BaseTexture\n", iface
);
265 basetexture_apply_state_changes((IWineD3DBaseTexture
*)iface
, textureStates
, samplerStates
);
269 /* *******************************************
270 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
271 ******************************************* */
272 static void WINAPI
IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture
*iface
, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface
) {
273 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
275 TRACE("(%p) : Cleaning up\n",This
);
276 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
277 for (j
= 0; j
< 6; j
++) {
278 if (This
->surfaces
[j
][i
] != NULL
) {
279 IWineD3DSurface
*surface
= This
->surfaces
[j
][i
];
280 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
281 surface_set_texture_name(surface
, 0);
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 FIXME("(%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 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This
, FaceType
);
362 if (FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
363 hr
= IWineD3DSurface_AddDirtyRect(This
->surfaces
[FaceType
][0], pDirtyRect
);
365 WARN("(%p) overflow FaceType(%d)\n", This
, FaceType
);
371 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
=
374 IWineD3DCubeTextureImpl_QueryInterface
,
375 IWineD3DCubeTextureImpl_AddRef
,
376 IWineD3DCubeTextureImpl_Release
,
377 /* IWineD3DResource */
378 IWineD3DCubeTextureImpl_GetParent
,
379 IWineD3DCubeTextureImpl_GetDevice
,
380 IWineD3DCubeTextureImpl_SetPrivateData
,
381 IWineD3DCubeTextureImpl_GetPrivateData
,
382 IWineD3DCubeTextureImpl_FreePrivateData
,
383 IWineD3DCubeTextureImpl_SetPriority
,
384 IWineD3DCubeTextureImpl_GetPriority
,
385 IWineD3DCubeTextureImpl_PreLoad
,
386 IWineD3DCubeTextureImpl_UnLoad
,
387 IWineD3DCubeTextureImpl_GetType
,
388 /* IWineD3DBaseTexture */
389 IWineD3DCubeTextureImpl_SetLOD
,
390 IWineD3DCubeTextureImpl_GetLOD
,
391 IWineD3DCubeTextureImpl_GetLevelCount
,
392 IWineD3DCubeTextureImpl_SetAutoGenFilterType
,
393 IWineD3DCubeTextureImpl_GetAutoGenFilterType
,
394 IWineD3DCubeTextureImpl_GenerateMipSubLevels
,
395 IWineD3DCubeTextureImpl_SetDirty
,
396 IWineD3DCubeTextureImpl_GetDirty
,
397 IWineD3DCubeTextureImpl_BindTexture
,
398 IWineD3DCubeTextureImpl_GetTextureDimensions
,
399 IWineD3DCubeTextureImpl_IsCondNP2
,
400 IWineD3DCubeTextureImpl_ApplyStateChanges
,
401 /* IWineD3DCubeTexture */
402 IWineD3DCubeTextureImpl_Destroy
,
403 IWineD3DCubeTextureImpl_GetLevelDesc
,
404 IWineD3DCubeTextureImpl_GetCubeMapSurface
,
405 IWineD3DCubeTextureImpl_LockRect
,
406 IWineD3DCubeTextureImpl_UnlockRect
,
407 IWineD3DCubeTextureImpl_AddDirtyRect