push 014043c4937c940c54cd1214c96e33a3b3c8cf7d
[wine/hacks.git] / dlls / wined3d / cubetexture.c
blob9e0769d915ae8ef8514ed9c37e0a650b0142bfee
1 /*
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
23 #include "config.h"
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);
51 *ppobj = This;
52 return S_OK;
54 *ppobj = NULL;
55 return E_NOINTERFACE;
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;
66 ULONG ref;
67 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
68 ref = InterlockedDecrement(&This->resource.ref);
69 if (ref == 0) {
70 IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
72 return ref;
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 */
104 unsigned int i,j;
105 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
106 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
107 BOOL srgb_mode = This->baseTexture.is_srgb;
108 BOOL srgb_was_toggled = FALSE;
110 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
112 /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
113 * and a context was activated at the beginning of drawPrimitive
115 if(!device->isInDraw) {
116 /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
117 * offscreen render targets into their texture
119 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
120 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
121 srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
122 srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
123 This->baseTexture.is_srgb = srgb_mode;
125 IWineD3DCubeTexture_BindTexture(iface);
127 ENTER_GL();
128 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
129 if (This->baseTexture.dirty) {
130 for (i = 0; i < This->baseTexture.levels; i++) {
131 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
132 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
135 } else if (srgb_was_toggled) {
136 /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
137 * checking srgb_was_toggled in every iteration, even when the texture is just dirty
139 if (This->baseTexture.srgb_mode_change_count < 20)
140 ++This->baseTexture.srgb_mode_change_count;
141 else
142 FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
144 for (i = 0; i < This->baseTexture.levels; i++) {
145 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
146 IWineD3DSurface_AddDirtyRect(This->surfaces[j][i], NULL);
147 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
148 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
151 } else {
152 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
154 LEAVE_GL();
156 /* No longer dirty */
157 This->baseTexture.dirty = FALSE;
158 return ;
161 static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
162 unsigned int i, j;
163 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
164 TRACE("(%p)\n", This);
166 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
167 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
168 * surface is fine
170 for (i = 0; i < This->baseTexture.levels; i++) {
171 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
172 IWineD3DSurface_UnLoad(This->surfaces[j][i]);
173 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, IWineD3DTexture_GetTextureDimensions(iface));
177 IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
180 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
181 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
184 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
185 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
188 /* ******************************************************
189 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
190 ****************************************************** */
191 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
192 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
195 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
196 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
199 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
200 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
203 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
204 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
207 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
208 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
211 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
212 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
215 /* Internal function, No d3d mapping */
216 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
217 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
220 /* Internal function, No d3d mapping */
221 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
222 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
225 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
226 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
227 BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
228 HRESULT hr;
230 TRACE("(%p) : relay to BaseTexture\n", This);
232 hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
233 if (set_gl_texture_desc && SUCCEEDED(hr)) {
234 UINT i, j;
235 for (i = 0; i < This->baseTexture.levels; ++i) {
236 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
237 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
242 return hr;
245 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
246 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
247 TRACE("(%p) : relay to BaseTexture\n", This);
248 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
251 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
252 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
253 TRACE("(%p)\n", This);
255 return GL_TEXTURE_CUBE_MAP_ARB;
258 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
259 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
260 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
261 TRACE("(%p) : relay to BaseTexture\n", iface);
262 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
266 /* *******************************************
267 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
268 ******************************************* */
269 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
270 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
271 unsigned int i,j;
272 TRACE("(%p) : Cleaning up\n",This);
273 for (i = 0; i < This->baseTexture.levels; i++) {
274 for (j = 0; j < 6; j++) {
275 if (This->surfaces[j][i] != NULL) {
276 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
277 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
278 /* Cleanup the container */
279 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
280 D3DCB_DestroySurface(This->surfaces[j][i]);
284 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
285 /* finally delete the object */
286 HeapFree(GetProcessHeap(), 0, This);
289 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
290 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
292 if (Level < This->baseTexture.levels) {
293 TRACE("(%p) level (%d)\n", This, Level);
294 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
296 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
297 return WINED3DERR_INVALIDCALL;
300 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
301 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
302 HRESULT hr = WINED3DERR_INVALIDCALL;
304 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
305 *ppCubeMapSurface = This->surfaces[FaceType][Level];
306 IWineD3DSurface_AddRef(*ppCubeMapSurface);
308 hr = WINED3D_OK;
310 if (WINED3D_OK == hr) {
311 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
312 } else {
313 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
316 return hr;
319 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
320 HRESULT hr = WINED3DERR_INVALIDCALL;
321 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
323 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
324 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
327 if (WINED3D_OK == hr) {
328 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
329 } else {
330 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
333 return hr;
336 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
337 HRESULT hr = WINED3DERR_INVALIDCALL;
338 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
340 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
341 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
344 if (WINED3D_OK == hr) {
345 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
346 } else {
347 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
349 return hr;
352 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
353 HRESULT hr = WINED3DERR_INVALIDCALL;
354 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
355 This->baseTexture.dirty = TRUE;
356 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
357 if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
358 hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
359 } else {
360 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
362 return hr;
366 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
368 /* IUnknown */
369 IWineD3DCubeTextureImpl_QueryInterface,
370 IWineD3DCubeTextureImpl_AddRef,
371 IWineD3DCubeTextureImpl_Release,
372 /* IWineD3DResource */
373 IWineD3DCubeTextureImpl_GetParent,
374 IWineD3DCubeTextureImpl_GetDevice,
375 IWineD3DCubeTextureImpl_SetPrivateData,
376 IWineD3DCubeTextureImpl_GetPrivateData,
377 IWineD3DCubeTextureImpl_FreePrivateData,
378 IWineD3DCubeTextureImpl_SetPriority,
379 IWineD3DCubeTextureImpl_GetPriority,
380 IWineD3DCubeTextureImpl_PreLoad,
381 IWineD3DCubeTextureImpl_UnLoad,
382 IWineD3DCubeTextureImpl_GetType,
383 /* IWineD3DBaseTexture */
384 IWineD3DCubeTextureImpl_SetLOD,
385 IWineD3DCubeTextureImpl_GetLOD,
386 IWineD3DCubeTextureImpl_GetLevelCount,
387 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
388 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
389 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
390 IWineD3DCubeTextureImpl_SetDirty,
391 IWineD3DCubeTextureImpl_GetDirty,
392 IWineD3DCubeTextureImpl_BindTexture,
393 IWineD3DCubeTextureImpl_UnBindTexture,
394 IWineD3DCubeTextureImpl_GetTextureDimensions,
395 IWineD3DCubeTextureImpl_ApplyStateChanges,
396 /* IWineD3DCubeTexture */
397 IWineD3DCubeTextureImpl_Destroy,
398 IWineD3DCubeTextureImpl_GetLevelDesc,
399 IWineD3DCubeTextureImpl_GetCubeMapSurface,
400 IWineD3DCubeTextureImpl_LockRect,
401 IWineD3DCubeTextureImpl_UnlockRect,
402 IWineD3DCubeTextureImpl_AddDirtyRect