2 * IWineD3DCubeTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
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.
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.
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
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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
38 /* *******************************************
39 IWineD3DCubeTexture IUnknown parts follow
40 ******************************************* */
41 static HRESULT WINAPI
IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture
*iface
, REFIID riid
, LPVOID
*ppobj
)
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
);
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
);
64 static ULONG WINAPI
IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture
*iface
) {
65 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
67 TRACE("(%p) : Releasing from %d\n", This
, This
->resource
.ref
);
68 ref
= InterlockedDecrement(&This
->resource
.ref
);
70 IWineD3DCubeTexture_Destroy(iface
, D3DCB_DefaultDestroySurface
);
75 /* ****************************************************
76 IWineD3DCubeTexture IWineD3DResource parts follow
77 **************************************************** */
78 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture
*iface
, IWineD3DDevice
** ppDevice
) {
79 return IWineD3DResourceImpl_GetDevice((IWineD3DResource
*)iface
, ppDevice
);
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
);
86 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
87 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
90 static HRESULT WINAPI
IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture
*iface
, REFGUID refguid
) {
91 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource
*)iface
, refguid
);
94 static DWORD WINAPI
IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture
*iface
, DWORD PriorityNew
) {
95 return IWineD3DResourceImpl_SetPriority((IWineD3DResource
*)iface
, PriorityNew
);
98 static DWORD WINAPI
IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture
*iface
) {
99 return IWineD3DResourceImpl_GetPriority((IWineD3DResource
*)iface
);
102 static void WINAPI
IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture
*iface
) {
103 /* Override the IWineD3DResource Preload method */
105 BOOL setGlTextureDesc
= FALSE
;
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 if (This
->baseTexture
.textureName
== 0) setGlTextureDesc
= TRUE
;
115 /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
116 * and a context was activated at the beginning of drawPrimitive
118 if(!device
->isInDraw
) {
119 /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
120 * offscreen render targets into their texture
123 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
125 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB
) && This
->baseTexture
.bindCount
> 0) {
126 srgb_mode
= device
->stateBlock
->samplerState
[This
->baseTexture
.sampler
][WINED3DSAMP_SRGBTEXTURE
];
127 srgb_was_toggled
= (This
->baseTexture
.is_srgb
!= srgb_mode
);
128 This
->baseTexture
.is_srgb
= srgb_mode
;
130 IWineD3DCubeTexture_BindTexture(iface
);
133 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
134 if (This
->baseTexture
.dirty
) {
135 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
136 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
138 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], This
->baseTexture
.textureName
, cube_targets
[j
]);
139 IWineD3DSurface_LoadTexture(This
->surfaces
[j
][i
], srgb_mode
);
142 } else if (srgb_was_toggled
) {
143 /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
144 * checking srgb_was_toggled in every iteration, even when the texture is just dirty
146 if (This
->baseTexture
.srgb_mode_change_count
< 20)
147 ++This
->baseTexture
.srgb_mode_change_count
;
149 FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This
);
151 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
152 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
153 IWineD3DSurfaceImpl_AddDirtyRect(This
->surfaces
[j
][i
], NULL
);
154 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], This
->baseTexture
.textureName
, cube_targets
[j
]);
155 IWineD3DSurface_LoadTexture(This
->surfaces
[j
][i
], srgb_mode
);
159 TRACE("(%p) Texture not dirty, nothing to do\n" , iface
);
163 /* No longer dirty */
164 This
->baseTexture
.dirty
= FALSE
;
168 static WINED3DRESOURCETYPE WINAPI
IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture
*iface
) {
169 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
172 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture
*iface
, IUnknown
**pParent
) {
173 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
176 /* ******************************************************
177 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
178 ****************************************************** */
179 static DWORD WINAPI
IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture
*iface
, DWORD LODNew
) {
180 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture
*)iface
, LODNew
);
183 static DWORD WINAPI
IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture
*iface
) {
184 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture
*)iface
);
187 static DWORD WINAPI
IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture
*iface
) {
188 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture
*)iface
);
191 static HRESULT WINAPI
IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
192 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture
*)iface
, FilterType
);
195 static WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture
*iface
) {
196 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture
*)iface
);
199 static void WINAPI
IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture
*iface
) {
200 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture
*)iface
);
203 /* Internal function, No d3d mapping */
204 static BOOL WINAPI
IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture
*iface
, BOOL dirty
) {
205 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture
*)iface
, dirty
);
208 /* Internal function, No d3d mapping */
209 static BOOL WINAPI
IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture
*iface
) {
210 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture
*)iface
);
213 static HRESULT WINAPI
IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture
*iface
) {
214 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
215 TRACE("(%p) : relay to BaseTexture\n", This
);
216 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture
*)iface
);
219 static HRESULT WINAPI
IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture
*iface
) {
220 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
221 TRACE("(%p) : relay to BaseTexture\n", This
);
222 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture
*)iface
);
225 static UINT WINAPI
IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture
*iface
){
226 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
227 TRACE("(%p)\n", This
);
229 return GL_TEXTURE_CUBE_MAP_ARB
;
232 static void WINAPI
IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture
*iface
,
233 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
234 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
235 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
237 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture
*)iface
, textureStates
, samplerStates
);
240 /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
241 if(This
->pow2scalingFactor
!= 1.0f
) {
242 if((textureStates
[WINED3DTSS_TEXCOORDINDEX
] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU
&&
243 (~textureStates
[WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
)) {
245 glMatrixMode(GL_TEXTURE
);
246 memset(matrix
, 0 , sizeof(matrix
));
248 matrix
[0] = This
->pow2scalingFactor
;
249 matrix
[5] = This
->pow2scalingFactor
;
250 matrix
[10] = This
->pow2scalingFactor
;
251 #if 0 /* Translation fixup is no longer required (here for reminder) */
252 matrix
[12] = -0.25f
/ (float)This
->edgeLength
;
253 matrix
[13] = -0.75f
/ (float)This
->edgeLength
;
254 matrix
[14] = -0.25f
/ (float)This
->edgeLength
;
256 TRACE("(%p) Setup Matrix:\n", This
);
257 TRACE(" %f %f %f %f\n", matrix
[0], matrix
[1], matrix
[2], matrix
[3]);
258 TRACE(" %f %f %f %f\n", matrix
[4], matrix
[5], matrix
[6], matrix
[7]);
259 TRACE(" %f %f %f %f\n", matrix
[8], matrix
[9], matrix
[10], matrix
[11]);
260 TRACE(" %f %f %f %f\n", matrix
[12], matrix
[13], matrix
[14], matrix
[15]);
262 glMultMatrixf(matrix
);
264 /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
265 FIXME("Non-power2 texture being used with generated texture coords\n");
272 /* *******************************************
273 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
274 ******************************************* */
275 static void WINAPI
IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture
*iface
, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface
) {
276 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
278 TRACE("(%p) : Cleaning up\n",This
);
279 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
280 for (j
= 0; j
< 6; j
++) {
281 if (This
->surfaces
[j
][i
] != NULL
) {
282 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
283 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], 0, 0);
284 /* Cleanup the container */
285 IWineD3DSurface_SetContainer(This
->surfaces
[j
][i
], 0);
286 D3DCB_DestroySurface(This
->surfaces
[j
][i
]);
290 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture
*) iface
);
291 /* finally delete the object */
292 HeapFree(GetProcessHeap(), 0, This
);
295 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture
*iface
, UINT Level
, WINED3DSURFACE_DESC
* pDesc
) {
296 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
298 if (Level
< This
->baseTexture
.levels
) {
299 TRACE("(%p) level (%d)\n", This
, Level
);
300 return IWineD3DSurface_GetDesc(This
->surfaces
[0][Level
], pDesc
);
302 FIXME("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
303 return WINED3DERR_INVALIDCALL
;
306 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, UINT Level
, IWineD3DSurface
** ppCubeMapSurface
) {
307 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
308 HRESULT hr
= WINED3DERR_INVALIDCALL
;
310 if (Level
< This
->baseTexture
.levels
&& FaceType
>= WINED3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
311 *ppCubeMapSurface
= This
->surfaces
[FaceType
][Level
];
312 IWineD3DSurface_AddRef(*ppCubeMapSurface
);
316 if (WINED3D_OK
== hr
) {
317 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This
, FaceType
, Level
, This
->surfaces
[FaceType
][Level
]);
319 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
325 static HRESULT WINAPI
IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, UINT Level
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
) {
326 HRESULT hr
= WINED3DERR_INVALIDCALL
;
327 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
329 if (Level
< This
->baseTexture
.levels
&& FaceType
>= WINED3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
330 hr
= IWineD3DSurface_LockRect(This
->surfaces
[FaceType
][Level
], pLockedRect
, pRect
, Flags
);
333 if (WINED3D_OK
== hr
) {
334 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This
, FaceType
, Level
, pLockedRect
->pBits
, hr
);
336 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
342 static HRESULT WINAPI
IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, UINT Level
) {
343 HRESULT hr
= WINED3DERR_INVALIDCALL
;
344 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
346 if (Level
< This
->baseTexture
.levels
&& FaceType
>= WINED3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
347 hr
= IWineD3DSurface_UnlockRect(This
->surfaces
[FaceType
][Level
]);
350 if (WINED3D_OK
== hr
) {
351 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This
, FaceType
, Level
, hr
);
353 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
358 static HRESULT WINAPI
IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, CONST RECT
* pDirtyRect
) {
359 HRESULT hr
= WINED3DERR_INVALIDCALL
;
360 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
361 This
->baseTexture
.dirty
= TRUE
;
362 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This
, FaceType
);
363 if (FaceType
>= WINED3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
364 hr
= IWineD3DSurface_AddDirtyRect(This
->surfaces
[FaceType
][0], pDirtyRect
);
366 WARN("(%p) overflow FaceType(%d)\n", This
, FaceType
);
372 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
=
375 IWineD3DCubeTextureImpl_QueryInterface
,
376 IWineD3DCubeTextureImpl_AddRef
,
377 IWineD3DCubeTextureImpl_Release
,
378 /* IWineD3DResource */
379 IWineD3DCubeTextureImpl_GetParent
,
380 IWineD3DCubeTextureImpl_GetDevice
,
381 IWineD3DCubeTextureImpl_SetPrivateData
,
382 IWineD3DCubeTextureImpl_GetPrivateData
,
383 IWineD3DCubeTextureImpl_FreePrivateData
,
384 IWineD3DCubeTextureImpl_SetPriority
,
385 IWineD3DCubeTextureImpl_GetPriority
,
386 IWineD3DCubeTextureImpl_PreLoad
,
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_UnBindTexture
,
399 IWineD3DCubeTextureImpl_GetTextureDimensions
,
400 IWineD3DCubeTextureImpl_ApplyStateChanges
,
401 /* IWineD3DCubeTexture */
402 IWineD3DCubeTextureImpl_Destroy
,
403 IWineD3DCubeTextureImpl_GetLevelDesc
,
404 IWineD3DCubeTextureImpl_GetCubeMapSurface
,
405 IWineD3DCubeTextureImpl_LockRect
,
406 IWineD3DCubeTextureImpl_UnlockRect
,
407 IWineD3DCubeTextureImpl_AddDirtyRect