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
);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 static const GLenum cube_targets
[6] = {
31 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
,
32 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
,
33 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
,
34 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
,
35 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
,
36 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
39 /* *******************************************
40 IWineD3DCubeTexture IUnknown parts follow
41 ******************************************* */
42 static HRESULT WINAPI
IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture
*iface
, REFIID riid
, LPVOID
*ppobj
)
44 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
45 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
46 if (IsEqualGUID(riid
, &IID_IUnknown
)
47 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
48 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
49 || IsEqualGUID(riid
, &IID_IWineD3DBaseTexture
)
50 || IsEqualGUID(riid
, &IID_IWineD3DTexture
)) {
51 IUnknown_AddRef(iface
);
59 static ULONG WINAPI
IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture
*iface
) {
60 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
61 TRACE("(%p) : AddRef increasing from %d\n", This
, This
->resource
.ref
);
62 return InterlockedIncrement(&This
->resource
.ref
);
65 static ULONG WINAPI
IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture
*iface
) {
66 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
68 TRACE("(%p) : Releasing from %d\n", This
, This
->resource
.ref
);
69 ref
= InterlockedDecrement(&This
->resource
.ref
);
71 IWineD3DCubeTexture_Destroy(iface
, D3DCB_DefaultDestroySurface
);
76 /* ****************************************************
77 IWineD3DCubeTexture IWineD3DResource parts follow
78 **************************************************** */
79 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture
*iface
, IWineD3DDevice
** ppDevice
) {
80 return IWineD3DResourceImpl_GetDevice((IWineD3DResource
*)iface
, ppDevice
);
83 static HRESULT WINAPI
IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
84 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
87 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
88 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
91 static HRESULT WINAPI
IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture
*iface
, REFGUID refguid
) {
92 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource
*)iface
, refguid
);
95 static DWORD WINAPI
IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture
*iface
, DWORD PriorityNew
) {
96 return IWineD3DResourceImpl_SetPriority((IWineD3DResource
*)iface
, PriorityNew
);
99 static DWORD WINAPI
IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture
*iface
) {
100 return IWineD3DResourceImpl_GetPriority((IWineD3DResource
*)iface
);
103 static void WINAPI
IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture
*iface
) {
104 /* Override the IWineD3DResource Preload method */
106 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
107 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
108 BOOL srgb_mode
= This
->baseTexture
.is_srgb
;
109 BOOL srgb_was_toggled
= FALSE
;
111 TRACE("(%p) : About to load texture: dirtified(%d)\n", This
, This
->baseTexture
.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
);
121 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB
) && This
->baseTexture
.bindCount
> 0) {
122 srgb_mode
= device
->stateBlock
->samplerState
[This
->baseTexture
.sampler
][WINED3DSAMP_SRGBTEXTURE
];
123 srgb_was_toggled
= (This
->baseTexture
.is_srgb
!= srgb_mode
);
124 This
->baseTexture
.is_srgb
= srgb_mode
;
126 IWineD3DCubeTexture_BindTexture(iface
);
128 if (This
->resource
.format
== WINED3DFMT_P8
|| This
->resource
.format
== WINED3DFMT_A8P8
) {
129 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
130 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
131 if(palette9_changed((IWineD3DSurfaceImpl
*)This
->surfaces
[j
][i
])) {
132 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
133 /* TODO: This is not necessarily needed with hw palettized texture support */
134 IWineD3DSurface_LoadLocation(This
->surfaces
[j
][i
], SFLAG_INSYSMEM
, NULL
);
135 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
136 IWineD3DSurface_ModifyLocation(This
->surfaces
[j
][i
], SFLAG_INTEXTURE
, FALSE
);
141 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
142 if (This
->baseTexture
.dirty
) {
143 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
144 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
145 IWineD3DSurface_LoadTexture(This
->surfaces
[j
][i
], srgb_mode
);
148 } else if (srgb_was_toggled
) {
149 /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
150 * checking srgb_was_toggled in every iteration, even when the texture is just dirty
152 if (This
->baseTexture
.srgb_mode_change_count
< 20)
153 ++This
->baseTexture
.srgb_mode_change_count
;
155 FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This
);
157 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
158 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
159 IWineD3DSurface_AddDirtyRect(This
->surfaces
[j
][i
], NULL
);
160 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], This
->baseTexture
.textureName
, cube_targets
[j
]);
161 IWineD3DSurface_LoadTexture(This
->surfaces
[j
][i
], srgb_mode
);
165 TRACE("(%p) Texture not dirty, nothing to do\n" , iface
);
168 /* No longer dirty */
169 This
->baseTexture
.dirty
= FALSE
;
173 static void WINAPI
IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture
*iface
) {
175 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
176 TRACE("(%p)\n", This
);
178 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
179 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
182 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
183 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
184 IWineD3DSurface_UnLoad(This
->surfaces
[j
][i
]);
185 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], 0, IWineD3DTexture_GetTextureDimensions(iface
));
189 IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture
*) iface
);
192 static WINED3DRESOURCETYPE WINAPI
IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture
*iface
) {
193 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
196 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture
*iface
, IUnknown
**pParent
) {
197 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
200 /* ******************************************************
201 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
202 ****************************************************** */
203 static DWORD WINAPI
IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture
*iface
, DWORD LODNew
) {
204 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture
*)iface
, LODNew
);
207 static DWORD WINAPI
IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture
*iface
) {
208 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture
*)iface
);
211 static DWORD WINAPI
IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture
*iface
) {
212 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture
*)iface
);
215 static HRESULT WINAPI
IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
216 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture
*)iface
, FilterType
);
219 static WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture
*iface
) {
220 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture
*)iface
);
223 static void WINAPI
IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture
*iface
) {
224 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture
*)iface
);
227 /* Internal function, No d3d mapping */
228 static BOOL WINAPI
IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture
*iface
, BOOL dirty
) {
229 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture
*)iface
, dirty
);
232 /* Internal function, No d3d mapping */
233 static BOOL WINAPI
IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture
*iface
) {
234 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture
*)iface
);
237 static HRESULT WINAPI
IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture
*iface
) {
238 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
239 BOOL set_gl_texture_desc
= This
->baseTexture
.textureName
== 0;
242 TRACE("(%p) : relay to BaseTexture\n", This
);
244 hr
= IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture
*)iface
);
245 if (set_gl_texture_desc
&& SUCCEEDED(hr
)) {
247 for (i
= 0; i
< This
->baseTexture
.levels
; ++i
) {
248 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; ++j
) {
249 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], This
->baseTexture
.textureName
, cube_targets
[j
]);
257 static HRESULT WINAPI
IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture
*iface
) {
258 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
259 TRACE("(%p) : relay to BaseTexture\n", This
);
260 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture
*)iface
);
263 static UINT WINAPI
IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture
*iface
){
264 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
265 TRACE("(%p)\n", This
);
267 return GL_TEXTURE_CUBE_MAP_ARB
;
270 static void WINAPI
IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture
*iface
,
271 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
272 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
273 TRACE("(%p) : relay to BaseTexture\n", iface
);
274 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture
*)iface
, textureStates
, samplerStates
);
278 /* *******************************************
279 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
280 ******************************************* */
281 static void WINAPI
IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture
*iface
, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface
) {
282 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
284 TRACE("(%p) : Cleaning up\n",This
);
285 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
286 for (j
= 0; j
< 6; j
++) {
287 if (This
->surfaces
[j
][i
] != NULL
) {
288 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
289 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], 0, 0);
290 /* Cleanup the container */
291 IWineD3DSurface_SetContainer(This
->surfaces
[j
][i
], 0);
292 D3DCB_DestroySurface(This
->surfaces
[j
][i
]);
296 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture
*) iface
);
297 /* finally delete the object */
298 HeapFree(GetProcessHeap(), 0, This
);
301 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture
*iface
, UINT Level
, WINED3DSURFACE_DESC
* pDesc
) {
302 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
304 if (Level
< This
->baseTexture
.levels
) {
305 TRACE("(%p) level (%d)\n", This
, Level
);
306 return IWineD3DSurface_GetDesc(This
->surfaces
[0][Level
], pDesc
);
308 FIXME("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
309 return WINED3DERR_INVALIDCALL
;
312 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, UINT Level
, IWineD3DSurface
** ppCubeMapSurface
) {
313 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
314 HRESULT hr
= WINED3DERR_INVALIDCALL
;
316 if (Level
< This
->baseTexture
.levels
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
317 *ppCubeMapSurface
= This
->surfaces
[FaceType
][Level
];
318 IWineD3DSurface_AddRef(*ppCubeMapSurface
);
322 if (WINED3D_OK
== hr
) {
323 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This
, FaceType
, Level
, This
->surfaces
[FaceType
][Level
]);
325 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
331 static HRESULT WINAPI
IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, UINT Level
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
) {
332 HRESULT hr
= WINED3DERR_INVALIDCALL
;
333 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
335 if (Level
< This
->baseTexture
.levels
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
336 hr
= IWineD3DSurface_LockRect(This
->surfaces
[FaceType
][Level
], pLockedRect
, pRect
, Flags
);
339 if (WINED3D_OK
== hr
) {
340 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This
, FaceType
, Level
, pLockedRect
->pBits
, hr
);
342 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
348 static HRESULT WINAPI
IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, UINT Level
) {
349 HRESULT hr
= WINED3DERR_INVALIDCALL
;
350 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
352 if (Level
< This
->baseTexture
.levels
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
353 hr
= IWineD3DSurface_UnlockRect(This
->surfaces
[FaceType
][Level
]);
356 if (WINED3D_OK
== hr
) {
357 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This
, FaceType
, Level
, hr
);
359 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
364 static HRESULT WINAPI
IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, CONST RECT
* pDirtyRect
) {
365 HRESULT hr
= WINED3DERR_INVALIDCALL
;
366 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
367 This
->baseTexture
.dirty
= TRUE
;
368 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This
, FaceType
);
369 if (FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
370 hr
= IWineD3DSurface_AddDirtyRect(This
->surfaces
[FaceType
][0], pDirtyRect
);
372 WARN("(%p) overflow FaceType(%d)\n", This
, FaceType
);
378 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
=
381 IWineD3DCubeTextureImpl_QueryInterface
,
382 IWineD3DCubeTextureImpl_AddRef
,
383 IWineD3DCubeTextureImpl_Release
,
384 /* IWineD3DResource */
385 IWineD3DCubeTextureImpl_GetParent
,
386 IWineD3DCubeTextureImpl_GetDevice
,
387 IWineD3DCubeTextureImpl_SetPrivateData
,
388 IWineD3DCubeTextureImpl_GetPrivateData
,
389 IWineD3DCubeTextureImpl_FreePrivateData
,
390 IWineD3DCubeTextureImpl_SetPriority
,
391 IWineD3DCubeTextureImpl_GetPriority
,
392 IWineD3DCubeTextureImpl_PreLoad
,
393 IWineD3DCubeTextureImpl_UnLoad
,
394 IWineD3DCubeTextureImpl_GetType
,
395 /* IWineD3DBaseTexture */
396 IWineD3DCubeTextureImpl_SetLOD
,
397 IWineD3DCubeTextureImpl_GetLOD
,
398 IWineD3DCubeTextureImpl_GetLevelCount
,
399 IWineD3DCubeTextureImpl_SetAutoGenFilterType
,
400 IWineD3DCubeTextureImpl_GetAutoGenFilterType
,
401 IWineD3DCubeTextureImpl_GenerateMipSubLevels
,
402 IWineD3DCubeTextureImpl_SetDirty
,
403 IWineD3DCubeTextureImpl_GetDirty
,
404 IWineD3DCubeTextureImpl_BindTexture
,
405 IWineD3DCubeTextureImpl_UnBindTexture
,
406 IWineD3DCubeTextureImpl_GetTextureDimensions
,
407 IWineD3DCubeTextureImpl_ApplyStateChanges
,
408 /* IWineD3DCubeTexture */
409 IWineD3DCubeTextureImpl_Destroy
,
410 IWineD3DCubeTextureImpl_GetLevelDesc
,
411 IWineD3DCubeTextureImpl_GetCubeMapSurface
,
412 IWineD3DCubeTextureImpl_LockRect
,
413 IWineD3DCubeTextureImpl_UnlockRect
,
414 IWineD3DCubeTextureImpl_AddDirtyRect