msacm: Fix acmMetrics(ACM_METRIC_DRIVER_PRIORITY) return on error.
[wine/multimedia.git] / dlls / d3d8 / cubetexture.c
blob9289ada7b31d9399aaad93e3f5ddb1b2cf755622
1 /*
2 * IDirect3DCubeTexture8 implementation
4 * Copyright 2002 Jason Edmeades
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "config.h"
23 #include <stdarg.h>
25 #include "windef.h"
26 #include "winbase.h"
27 #include "winuser.h"
28 #include "wingdi.h"
29 #include "wine/debug.h"
31 #include "d3d8_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 /* IDirect3DCubeTexture8 IUnknown parts follow: */
36 HRESULT WINAPI IDirect3DCubeTexture8Impl_QueryInterface(LPDIRECT3DCUBETEXTURE8 iface,REFIID riid,LPVOID *ppobj)
38 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
39 TRACE("(%p) : QueryInterface\n", This);
40 if (IsEqualGUID(riid, &IID_IUnknown)
41 || IsEqualGUID(riid, &IID_IDirect3DResource8)
42 || IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
43 || IsEqualGUID(riid, &IID_IDirect3DCubeTexture8)) {
44 IDirect3DCubeTexture8Impl_AddRef(iface);
45 *ppobj = This;
46 return D3D_OK;
49 WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
50 return E_NOINTERFACE;
53 ULONG WINAPI IDirect3DCubeTexture8Impl_AddRef(LPDIRECT3DCUBETEXTURE8 iface) {
54 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
55 ULONG ref = InterlockedIncrement(&This->ref);
57 TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
59 return ref;
62 ULONG WINAPI IDirect3DCubeTexture8Impl_Release(LPDIRECT3DCUBETEXTURE8 iface) {
63 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
64 ULONG ref = InterlockedDecrement(&This->ref);
65 unsigned int i, j;
67 TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
68 if (ref == 0) {
69 for (i = 0; i < This->levels; i++) {
70 for (j = 0; j < 6; j++) {
71 if (This->surfaces[j][i] != NULL) {
72 TRACE("(%p) : Releasing surface %p\n", This, This->surfaces[j][i]);
73 IDirect3DSurface8Impl_Release((LPDIRECT3DSURFACE8) This->surfaces[j][i]);
77 HeapFree(GetProcessHeap(), 0, This);
79 return ref;
82 /* IDirect3DCubeTexture8 (Inherited from IDirect3DResource8) */
83 HRESULT WINAPI IDirect3DCubeTexture8Impl_GetDevice(LPDIRECT3DCUBETEXTURE8 iface, IDirect3DDevice8** ppDevice) {
84 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
85 TRACE("(%p) : returning %p\n", This, This->Device);
86 *ppDevice = (LPDIRECT3DDEVICE8) This->Device;
87 /**
88 * Note Calling this method will increase the internal reference count
89 * on the IDirect3DDevice8 interface.
91 IDirect3DDevice8Impl_AddRef(*ppDevice);
92 return D3D_OK;
94 HRESULT WINAPI IDirect3DCubeTexture8Impl_SetPrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
95 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
96 FIXME("(%p) : stub\n", This);
97 return D3D_OK;
99 HRESULT WINAPI IDirect3DCubeTexture8Impl_GetPrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
100 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
101 FIXME("(%p) : stub\n", This);
102 return D3D_OK;
104 HRESULT WINAPI IDirect3DCubeTexture8Impl_FreePrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid) {
105 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
106 FIXME("(%p) : stub\n", This);
107 return D3D_OK;
109 DWORD WINAPI IDirect3DCubeTexture8Impl_SetPriority(LPDIRECT3DCUBETEXTURE8 iface, DWORD PriorityNew) {
110 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
111 FIXME("(%p) : stub\n", This);
112 return 0;
114 DWORD WINAPI IDirect3DCubeTexture8Impl_GetPriority(LPDIRECT3DCUBETEXTURE8 iface) {
115 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
116 FIXME("(%p) : stub\n", This);
117 return 0;
120 static const GLenum cube_targets[6] = {
121 #if defined(GL_VERSION_1_3)
122 GL_TEXTURE_CUBE_MAP_POSITIVE_X,
123 GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
124 GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
125 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
126 GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
127 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
128 #else
129 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
130 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
131 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
132 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
133 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
134 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
135 #endif
138 void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8 iface) {
139 unsigned int i, j;
140 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
141 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->Dirty);
143 ENTER_GL();
145 for (i = 0; i < This->levels; i++) {
146 if (i == 0 && This->surfaces[0][0]->textureName != 0 && This->Dirty == FALSE) {
147 glEnable(GL_TEXTURE_CUBE_MAP_ARB);
148 #if defined(GL_VERSION_1_3)
149 glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][0]->textureName);
150 #else
151 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][0]->textureName);
152 #endif
153 checkGLcall("glBindTexture");
154 TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][0], i, This->surfaces[0][0]->textureName);
155 /* No need to walk through all mip-map levels, since already all assigned */
156 i = This->levels;
157 } else {
158 if (i == 0) {
159 if (This->surfaces[0][0]->textureName == 0) {
160 glGenTextures(1, &This->surfaces[0][0]->textureName);
161 checkGLcall("glGenTextures");
162 TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][0]->textureName);
165 #if defined(GL_VERSION_1_3)
166 glBindTexture(GL_TEXTURE_CUBE_MAP, This->surfaces[0][0]->textureName);
167 #else
168 glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->surfaces[0][0]->textureName);
169 #endif
170 checkGLcall("glBindTexture");
172 TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->levels - 1);
173 #if defined(GL_VERSION_1_3)
174 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
175 #else
176 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAX_LEVEL, This->levels - 1);
177 #endif
178 checkGLcall("glTexParameteri(GL_TEXTURE_CUBE, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
181 for (j = 0; j < 6; j++) {
182 IDirect3DSurface8Impl_LoadTexture((LPDIRECT3DSURFACE8) This->surfaces[j][i], cube_targets[j], i);
183 #if 0
184 static int gen = 0;
185 char buffer[4096];
186 snprintf(buffer, sizeof(buffer), "/tmp/cube%d_face%d_level%d_%d.png", This->surfaces[0][0]->textureName, j, i, ++gen);
187 IDirect3DSurface8Impl_SaveSnapshot((LPDIRECT3DSURFACE8) This->surfaces[j][i], buffer);
188 #endif
190 /* Removed glTexParameterf now TextureStageStates are initialized at startup */
191 This->Dirty = FALSE;
195 LEAVE_GL();
197 return ;
200 D3DRESOURCETYPE WINAPI IDirect3DCubeTexture8Impl_GetType(LPDIRECT3DCUBETEXTURE8 iface) {
201 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
202 TRACE("(%p) : returning %d\n", This, This->ResourceType);
203 return This->ResourceType;
206 /* IDirect3DCubeTexture8 (Inherited from IDirect3DBaseTexture8) */
207 DWORD WINAPI IDirect3DCubeTexture8Impl_SetLOD(LPDIRECT3DCUBETEXTURE8 iface, DWORD LODNew) {
208 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
209 FIXME("(%p) : stub\n", This);
210 return 0;
212 DWORD WINAPI IDirect3DCubeTexture8Impl_GetLOD(LPDIRECT3DCUBETEXTURE8 iface) {
213 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
214 FIXME("(%p) : stub\n", This);
215 return 0;
218 DWORD WINAPI IDirect3DCubeTexture8Impl_GetLevelCount(LPDIRECT3DCUBETEXTURE8 iface) {
219 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
220 TRACE("(%p) : returning %d\n", This, This->levels);
221 return This->levels;
224 /* IDirect3DCubeTexture8 */
225 HRESULT WINAPI IDirect3DCubeTexture8Impl_GetLevelDesc(LPDIRECT3DCUBETEXTURE8 iface, UINT Level, D3DSURFACE_DESC* pDesc) {
226 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
227 if (Level < This->levels) {
228 TRACE("(%p) level (%d)\n", This, Level);
229 return IDirect3DSurface8Impl_GetDesc((LPDIRECT3DSURFACE8) This->surfaces[0][Level], pDesc);
231 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->levels);
232 return D3DERR_INVALIDCALL;
234 HRESULT WINAPI IDirect3DCubeTexture8Impl_GetCubeMapSurface(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level, IDirect3DSurface8** ppCubeMapSurface) {
235 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
236 if (Level < This->levels) {
237 *ppCubeMapSurface = (LPDIRECT3DSURFACE8) This->surfaces[FaceType][Level];
238 IDirect3DSurface8Impl_AddRef((LPDIRECT3DSURFACE8) *ppCubeMapSurface);
239 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
240 } else {
241 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->levels);
242 return D3DERR_INVALIDCALL;
244 return D3D_OK;
246 HRESULT WINAPI IDirect3DCubeTexture8Impl_LockRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
247 HRESULT hr;
248 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
249 if (Level < This->levels) {
251 * Not dirtified while Surfaces don't notify dirtification
252 * This->Dirty = TRUE;
254 hr = IDirect3DSurface8Impl_LockRect((LPDIRECT3DSURFACE8) This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
255 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr);
256 } else {
257 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->levels);
258 return D3DERR_INVALIDCALL;
260 return hr;
262 HRESULT WINAPI IDirect3DCubeTexture8Impl_UnlockRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level) {
263 HRESULT hr;
264 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
265 if (Level < This->levels) {
266 hr = IDirect3DSurface8Impl_UnlockRect((LPDIRECT3DSURFACE8) This->surfaces[FaceType][Level]);
267 TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr);
268 } else {
269 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->levels);
270 return D3DERR_INVALIDCALL;
272 return hr;
274 HRESULT WINAPI IDirect3DCubeTexture8Impl_AddDirtyRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
275 IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
276 This->Dirty = TRUE;
277 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
278 return IDirect3DSurface8Impl_AddDirtyRect((LPDIRECT3DSURFACE8) This->surfaces[FaceType][0], pDirtyRect);
282 const IDirect3DCubeTexture8Vtbl Direct3DCubeTexture8_Vtbl =
284 IDirect3DCubeTexture8Impl_QueryInterface,
285 IDirect3DCubeTexture8Impl_AddRef,
286 IDirect3DCubeTexture8Impl_Release,
287 IDirect3DCubeTexture8Impl_GetDevice,
288 IDirect3DCubeTexture8Impl_SetPrivateData,
289 IDirect3DCubeTexture8Impl_GetPrivateData,
290 IDirect3DCubeTexture8Impl_FreePrivateData,
291 IDirect3DCubeTexture8Impl_SetPriority,
292 IDirect3DCubeTexture8Impl_GetPriority,
293 IDirect3DCubeTexture8Impl_PreLoad,
294 IDirect3DCubeTexture8Impl_GetType,
295 IDirect3DCubeTexture8Impl_SetLOD,
296 IDirect3DCubeTexture8Impl_GetLOD,
297 IDirect3DCubeTexture8Impl_GetLevelCount,
298 IDirect3DCubeTexture8Impl_GetLevelDesc,
299 IDirect3DCubeTexture8Impl_GetCubeMapSurface,
300 IDirect3DCubeTexture8Impl_LockRect,
301 IDirect3DCubeTexture8Impl_UnlockRect,
302 IDirect3DCubeTexture8Impl_AddDirtyRect