{
/* Override the IWineD3DResource Preload method. */
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
+ UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context = NULL;
- unsigned int i, j;
BOOL srgb_mode;
BOOL *dirty;
+ UINT i;
switch (srgb)
{
{
/* No danger of recursive calls, context_acquire() sets isInDraw to true
* when loading offscreen render targets into their texture. */
- context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
+ context = context_acquire(device, NULL);
}
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
|| This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
{
- for (i = 0; i < This->baseTexture.levels; ++i)
+ for (i = 0; i < sub_count; ++i)
{
- for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
+ IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
+
+ if (palette9_changed(surface))
{
- if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i]))
- {
- TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
- /* TODO: This is not necessarily needed with hw palettized texture support. */
- IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
- /* Make sure the texture is reloaded because of the palette change,
- * this kills performance though :( */
- IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
- }
+ TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
+ /* TODO: This is not necessarily needed with hw palettized texture support. */
+ IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
+ /* Make sure the texture is reloaded because of the palette change,
+ * this kills performance though :( */
+ IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
}
}
}
* since the last load then reload the surfaces. */
if (*dirty)
{
- for (i = 0; i < This->baseTexture.levels; ++i)
+ for (i = 0; i < sub_count; ++i)
{
- for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
- {
- IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
- }
+ IWineD3DSurface_LoadTexture((IWineD3DSurface *)This->baseTexture.sub_resources[i], srgb_mode);
}
}
else
static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This)
{
- unsigned int i, j;
+ UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
+ UINT i;
TRACE("(%p) : Cleaning up.\n", This);
- for (i = 0; i < This->baseTexture.levels; ++i)
+ for (i = 0; i < sub_count; ++i)
{
- for (j = 0; j < 6; ++j)
- {
- IWineD3DSurface *surface = This->surfaces[j][i];
+ IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
- if (surface)
- {
- /* Clean out the texture name we gave to the surface so that the
- * surface doesn't try and release it. */
- surface_set_texture_name(surface, 0, TRUE);
- surface_set_texture_name(surface, 0, FALSE);
- surface_set_texture_target(surface, 0);
- IWineD3DSurface_SetContainer(surface, NULL);
- IWineD3DSurface_Release(surface);
- }
+ if (surface)
+ {
+ /* Clean out the texture name we gave to the surface so that the
+ * surface doesn't try and release it. */
+ surface_set_texture_name(surface, 0, TRUE);
+ surface_set_texture_name(surface, 0, FALSE);
+ surface_set_texture_target(surface, 0);
+ IWineD3DSurface_SetContainer((IWineD3DSurface *)surface, NULL);
+ IWineD3DSurface_Release((IWineD3DSurface *)surface);
}
}
basetexture_cleanup((IWineD3DBaseTexture *)This);
cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}
-static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
- unsigned int i, j;
+static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface)
+{
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
- TRACE("(%p)\n", This);
+ UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
+ UINT i;
+
+ TRACE("iface %p.\n", iface);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
- * surface is fine
- */
- for (i = 0; i < This->baseTexture.levels; i++) {
- for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
- IWineD3DSurface_UnLoad(This->surfaces[j][i]);
- surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
- surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
- }
+ * surface is fine. */
+
+ for (i = 0; i < sub_count; ++i)
+ {
+ IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
+
+ IWineD3DSurface_UnLoad((IWineD3DSurface *)surface);
+ surface_set_texture_name(surface, 0, TRUE);
+ surface_set_texture_name(surface, 0, FALSE);
}
basetexture_unload((IWineD3DBaseTexture *)iface);
TRACE("(%p) : relay to BaseTexture\n", This);
hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
- if (set_gl_texture_desc && SUCCEEDED(hr)) {
- UINT i, j;
- for (i = 0; i < This->baseTexture.levels; ++i) {
- for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
- if(This->baseTexture.is_srgb) {
- surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_srgb.name, TRUE);
- } else {
- surface_set_texture_name(This->surfaces[j][i], This->baseTexture.texture_rgb.name, FALSE);
- }
- }
+ if (set_gl_texture_desc && SUCCEEDED(hr))
+ {
+ UINT sub_count = This->baseTexture.level_count * This->baseTexture.layer_count;
+ UINT i;
+
+ for (i = 0; i < sub_count; ++i)
+ {
+ IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)This->baseTexture.sub_resources[i];
+
+ if (This->baseTexture.is_srgb)
+ surface_set_texture_name(surface, This->baseTexture.texture_srgb.name, TRUE);
+ else
+ surface_set_texture_name(surface, This->baseTexture.texture_rgb.name, FALSE);
}
}
/* *******************************************
IWineD3DCubeTexture IWineD3DCubeTexture parts follow
******************************************* */
-static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
- IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
+static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface,
+ UINT level, WINED3DSURFACE_DESC *desc)
+{
+ IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
+ IWineD3DSurface *surface;
+
+ TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
- if (Level < This->baseTexture.levels) {
- TRACE("(%p) level (%d)\n", This, Level);
- return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
+ if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, 0, level)))
+ {
+ WARN("Failed to get sub-resource.\n");
+ return WINED3DERR_INVALIDCALL;
}
- WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
- return WINED3DERR_INVALIDCALL;
+
+ return IWineD3DSurface_GetDesc(surface, desc);
}
-static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
- IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
- HRESULT hr = WINED3DERR_INVALIDCALL;
+static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface,
+ WINED3DCUBEMAP_FACES face, UINT level, IWineD3DSurface **surface)
+{
+ IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
+ IWineD3DSurface *s;
- if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
- *ppCubeMapSurface = This->surfaces[FaceType][Level];
- IWineD3DSurface_AddRef(*ppCubeMapSurface);
+ TRACE("iface %p, face %u, level %u, surface %p.\n",
+ iface, face, level, surface);
- hr = WINED3D_OK;
- }
- if (WINED3D_OK == hr) {
- TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
- } else {
- WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
+ if (!(s = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
+ {
+ WARN("Failed to get sub-resource.\n");
+ return WINED3DERR_INVALIDCALL;
}
- return hr;
+ IWineD3DSurface_AddRef(s);
+ *surface = s;
+
+ TRACE("Returning surface %p.\n", *surface);
+
+ return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
- HRESULT hr = WINED3DERR_INVALIDCALL;
- IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
+static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface,
+ WINED3DCUBEMAP_FACES face, UINT level, WINED3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
+{
+ IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
+ IWineD3DSurface *surface;
- if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
- hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
- }
+ TRACE("iface %p, face %u, level %u, locked_rect %p, rect %s, flags %#x.\n",
+ iface, face, level, locked_rect, wine_dbgstr_rect(rect), flags);
- if (WINED3D_OK == hr) {
- TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
- } else {
- WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
+ if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
+ {
+ WARN("Failed to get sub-resource.\n");
+ return WINED3DERR_INVALIDCALL;
}
- return hr;
+ return IWineD3DSurface_LockRect(surface, locked_rect, rect, flags);
}
-static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
- HRESULT hr = WINED3DERR_INVALIDCALL;
- IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
+static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface,
+ WINED3DCUBEMAP_FACES face, UINT level)
+{
+ IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
+ IWineD3DSurface *surface;
- if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
- hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
- }
+ TRACE("iface %p, face %u, level %u.\n",
+ iface, face, level);
- if (WINED3D_OK == hr) {
- TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
- } else {
- WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
+ if (!(surface = (IWineD3DSurface *)basetexture_get_sub_resource(texture, face, level)))
+ {
+ WARN("Failed to get sub-resource.\n");
+ return WINED3DERR_INVALIDCALL;
}
- return hr;
+
+ return IWineD3DSurface_UnlockRect(surface);
}
-static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
- HRESULT hr = WINED3DERR_INVALIDCALL;
- IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
- This->baseTexture.texture_rgb.dirty = TRUE;
- This->baseTexture.texture_srgb.dirty = TRUE;
- TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
- if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
- surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
- hr = WINED3D_OK;
- } else {
- WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
+static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface,
+ WINED3DCUBEMAP_FACES face, const RECT *dirty_rect)
+{
+ IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
+ IWineD3DSurfaceImpl *surface;
+
+ TRACE("iface %p, face %u, dirty_rect %s.\n",
+ iface, face, wine_dbgstr_rect(dirty_rect));
+
+ if (!(surface = (IWineD3DSurfaceImpl *)basetexture_get_sub_resource(texture, face, 0)))
+ {
+ WARN("Failed to get sub-resource.\n");
+ return WINED3DERR_INVALIDCALL;
}
- return hr;
+
+ texture->baseTexture.texture_rgb.dirty = TRUE;
+ texture->baseTexture.texture_srgb.dirty = TRUE;
+ surface_add_dirty_rect(surface, dirty_rect);
+
+ return WINED3D_OK;
}
static const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
- const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
+ const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
UINT pow2_edge_length;
unsigned int i, j;
UINT tmp_w;
texture->lpVtbl = &IWineD3DCubeTexture_Vtbl;
- hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_CUBETEXTURE,
- device, 0, usage, format_desc, pool, parent, parent_ops);
+ hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 6, levels,
+ WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format_desc, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x\n", hr);
/* Generate all the surfaces. */
tmp_w = edge_length;
- for (i = 0; i < texture->baseTexture.levels; ++i)
+ for (i = 0; i < texture->baseTexture.level_count; ++i)
{
/* Create the 6 faces. */
for (j = 0; j < 6; ++j)
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
};
+ UINT idx = j * texture->baseTexture.level_count + i;
+ IWineD3DSurface *surface;
hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
- format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]);
+ format, usage, pool, i /* Level */, j, &surface);
if (FAILED(hr))
{
FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
- texture->surfaces[j][i] = NULL;
cubetexture_cleanup(texture);
return hr;
}
- IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture);
- TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]);
- surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]);
+ IWineD3DSurface_SetContainer(surface, (IWineD3DBase *)texture);
+ surface_set_texture_target((IWineD3DSurfaceImpl *)surface, cube_targets[j]);
+ texture->baseTexture.sub_resources[idx] = (IWineD3DResourceImpl *)surface;
+ TRACE("Created surface level %u @ %p.\n", i, surface);
}
tmp_w = max(1, tmp_w >> 1);
}