wined3d: Implement IWineD3DCubeTexture::UnLoad.
[wine/wine-kai.git] / dlls / wined3d / cubetexture.c
blob6704b1737d09254259355dc902de8e4e1be84ec2
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 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
165 TRACE("(%p)\n", This);
167 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
168 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
169 * surface is fine
171 for (i = 0; i < This->baseTexture.levels; i++) {
172 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
173 IWineD3DSurface_UnLoad(This->surfaces[j][i]);
174 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, IWineD3DTexture_GetTextureDimensions(iface));
178 if(This->baseTexture.textureName) {
179 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
180 ENTER_GL();
181 glDeleteTextures(1, &This->baseTexture.textureName);
182 This->baseTexture.textureName = 0;
183 LEAVE_GL();
187 static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
188 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
191 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
192 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
195 /* ******************************************************
196 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
197 ****************************************************** */
198 static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
199 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
202 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
203 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
206 static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
207 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
210 static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
211 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
214 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
215 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
218 static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
219 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
222 /* Internal function, No d3d mapping */
223 static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
224 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
227 /* Internal function, No d3d mapping */
228 static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
229 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
232 static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
233 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
234 BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
235 HRESULT hr;
237 TRACE("(%p) : relay to BaseTexture\n", This);
239 hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
240 if (set_gl_texture_desc && SUCCEEDED(hr)) {
241 UINT i, j;
242 for (i = 0; i < This->baseTexture.levels; ++i) {
243 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
244 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
249 return hr;
252 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
253 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
254 TRACE("(%p) : relay to BaseTexture\n", This);
255 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
258 static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
259 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
260 TRACE("(%p)\n", This);
262 return GL_TEXTURE_CUBE_MAP_ARB;
265 static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
266 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
267 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
268 TRACE("(%p) : relay to BaseTexture\n", iface);
269 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
273 /* *******************************************
274 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
275 ******************************************* */
276 static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
277 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
278 unsigned int i,j;
279 TRACE("(%p) : Cleaning up\n",This);
280 for (i = 0; i < This->baseTexture.levels; i++) {
281 for (j = 0; j < 6; j++) {
282 if (This->surfaces[j][i] != NULL) {
283 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
284 IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
285 /* Cleanup the container */
286 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
287 D3DCB_DestroySurface(This->surfaces[j][i]);
291 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
292 /* finally delete the object */
293 HeapFree(GetProcessHeap(), 0, This);
296 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
297 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
299 if (Level < This->baseTexture.levels) {
300 TRACE("(%p) level (%d)\n", This, Level);
301 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
303 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
304 return WINED3DERR_INVALIDCALL;
307 static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
308 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
309 HRESULT hr = WINED3DERR_INVALIDCALL;
311 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
312 *ppCubeMapSurface = This->surfaces[FaceType][Level];
313 IWineD3DSurface_AddRef(*ppCubeMapSurface);
315 hr = WINED3D_OK;
317 if (WINED3D_OK == hr) {
318 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
319 } else {
320 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
323 return hr;
326 static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
327 HRESULT hr = WINED3DERR_INVALIDCALL;
328 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
330 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
331 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
334 if (WINED3D_OK == hr) {
335 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
336 } else {
337 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
340 return hr;
343 static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
344 HRESULT hr = WINED3DERR_INVALIDCALL;
345 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
347 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
348 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
351 if (WINED3D_OK == hr) {
352 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
353 } else {
354 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
356 return hr;
359 static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
360 HRESULT hr = WINED3DERR_INVALIDCALL;
361 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
362 This->baseTexture.dirty = TRUE;
363 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
364 if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
365 hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
366 } else {
367 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
369 return hr;
373 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
375 /* IUnknown */
376 IWineD3DCubeTextureImpl_QueryInterface,
377 IWineD3DCubeTextureImpl_AddRef,
378 IWineD3DCubeTextureImpl_Release,
379 /* IWineD3DResource */
380 IWineD3DCubeTextureImpl_GetParent,
381 IWineD3DCubeTextureImpl_GetDevice,
382 IWineD3DCubeTextureImpl_SetPrivateData,
383 IWineD3DCubeTextureImpl_GetPrivateData,
384 IWineD3DCubeTextureImpl_FreePrivateData,
385 IWineD3DCubeTextureImpl_SetPriority,
386 IWineD3DCubeTextureImpl_GetPriority,
387 IWineD3DCubeTextureImpl_PreLoad,
388 IWineD3DCubeTextureImpl_UnLoad,
389 IWineD3DCubeTextureImpl_GetType,
390 /* IWineD3DBaseTexture */
391 IWineD3DCubeTextureImpl_SetLOD,
392 IWineD3DCubeTextureImpl_GetLOD,
393 IWineD3DCubeTextureImpl_GetLevelCount,
394 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
395 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
396 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
397 IWineD3DCubeTextureImpl_SetDirty,
398 IWineD3DCubeTextureImpl_GetDirty,
399 IWineD3DCubeTextureImpl_BindTexture,
400 IWineD3DCubeTextureImpl_UnBindTexture,
401 IWineD3DCubeTextureImpl_GetTextureDimensions,
402 IWineD3DCubeTextureImpl_ApplyStateChanges,
403 /* IWineD3DCubeTexture */
404 IWineD3DCubeTextureImpl_Destroy,
405 IWineD3DCubeTextureImpl_GetLevelDesc,
406 IWineD3DCubeTextureImpl_GetCubeMapSurface,
407 IWineD3DCubeTextureImpl_LockRect,
408 IWineD3DCubeTextureImpl_UnlockRect,
409 IWineD3DCubeTextureImpl_AddDirtyRect