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