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
122 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
123 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB
) && This
->baseTexture
.bindCount
> 0) {
124 srgb_mode
= device
->stateBlock
->samplerState
[This
->baseTexture
.sampler
][WINED3DSAMP_SRGBTEXTURE
];
125 srgb_was_toggled
= (This
->baseTexture
.is_srgb
!= srgb_mode
);
126 This
->baseTexture
.is_srgb
= srgb_mode
;
128 IWineD3DCubeTexture_BindTexture(iface
);
131 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
132 if (This
->baseTexture
.dirty
) {
133 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
134 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
136 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], This
->baseTexture
.textureName
, cube_targets
[j
]);
137 IWineD3DSurface_LoadTexture(This
->surfaces
[j
][i
], srgb_mode
);
140 } else if (srgb_was_toggled
) {
141 /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
142 * checking srgb_was_toggled in every iteration, even when the texture is just dirty
144 if (This
->baseTexture
.srgb_mode_change_count
< 20)
145 ++This
->baseTexture
.srgb_mode_change_count
;
147 FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This
);
149 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
150 for (j
= WINED3DCUBEMAP_FACE_POSITIVE_X
; j
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
; j
++) {
151 IWineD3DSurface_AddDirtyRect(This
->surfaces
[j
][i
], NULL
);
152 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], This
->baseTexture
.textureName
, cube_targets
[j
]);
153 IWineD3DSurface_LoadTexture(This
->surfaces
[j
][i
], srgb_mode
);
157 TRACE("(%p) Texture not dirty, nothing to do\n" , iface
);
161 /* No longer dirty */
162 This
->baseTexture
.dirty
= FALSE
;
166 static WINED3DRESOURCETYPE WINAPI
IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture
*iface
) {
167 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
170 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture
*iface
, IUnknown
**pParent
) {
171 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
174 /* ******************************************************
175 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
176 ****************************************************** */
177 static DWORD WINAPI
IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture
*iface
, DWORD LODNew
) {
178 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture
*)iface
, LODNew
);
181 static DWORD WINAPI
IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture
*iface
) {
182 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture
*)iface
);
185 static DWORD WINAPI
IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture
*iface
) {
186 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture
*)iface
);
189 static HRESULT WINAPI
IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture
*iface
, WINED3DTEXTUREFILTERTYPE FilterType
) {
190 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture
*)iface
, FilterType
);
193 static WINED3DTEXTUREFILTERTYPE WINAPI
IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture
*iface
) {
194 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture
*)iface
);
197 static void WINAPI
IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture
*iface
) {
198 IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture
*)iface
);
201 /* Internal function, No d3d mapping */
202 static BOOL WINAPI
IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture
*iface
, BOOL dirty
) {
203 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture
*)iface
, dirty
);
206 /* Internal function, No d3d mapping */
207 static BOOL WINAPI
IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture
*iface
) {
208 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture
*)iface
);
211 static HRESULT WINAPI
IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture
*iface
) {
212 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
213 TRACE("(%p) : relay to BaseTexture\n", This
);
214 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture
*)iface
);
217 static HRESULT WINAPI
IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture
*iface
) {
218 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
219 TRACE("(%p) : relay to BaseTexture\n", This
);
220 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture
*)iface
);
223 static UINT WINAPI
IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture
*iface
){
224 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
225 TRACE("(%p)\n", This
);
227 return GL_TEXTURE_CUBE_MAP_ARB
;
230 static void WINAPI
IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture
*iface
,
231 const DWORD textureStates
[WINED3D_HIGHEST_TEXTURE_STATE
+ 1],
232 const DWORD samplerStates
[WINED3D_HIGHEST_SAMPLER_STATE
+ 1]) {
233 TRACE("(%p) : relay to BaseTexture\n", iface
);
234 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture
*)iface
, textureStates
, samplerStates
);
238 /* *******************************************
239 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
240 ******************************************* */
241 static void WINAPI
IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture
*iface
, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface
) {
242 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
244 TRACE("(%p) : Cleaning up\n",This
);
245 for (i
= 0; i
< This
->baseTexture
.levels
; i
++) {
246 for (j
= 0; j
< 6; j
++) {
247 if (This
->surfaces
[j
][i
] != NULL
) {
248 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
249 IWineD3DSurface_SetGlTextureDesc(This
->surfaces
[j
][i
], 0, 0);
250 /* Cleanup the container */
251 IWineD3DSurface_SetContainer(This
->surfaces
[j
][i
], 0);
252 D3DCB_DestroySurface(This
->surfaces
[j
][i
]);
256 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture
*) iface
);
257 /* finally delete the object */
258 HeapFree(GetProcessHeap(), 0, This
);
261 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture
*iface
, UINT Level
, WINED3DSURFACE_DESC
* pDesc
) {
262 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
264 if (Level
< This
->baseTexture
.levels
) {
265 TRACE("(%p) level (%d)\n", This
, Level
);
266 return IWineD3DSurface_GetDesc(This
->surfaces
[0][Level
], pDesc
);
268 FIXME("(%p) level(%d) overflow Levels(%d)\n", This
, Level
, This
->baseTexture
.levels
);
269 return WINED3DERR_INVALIDCALL
;
272 static HRESULT WINAPI
IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, UINT Level
, IWineD3DSurface
** ppCubeMapSurface
) {
273 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
274 HRESULT hr
= WINED3DERR_INVALIDCALL
;
276 if (Level
< This
->baseTexture
.levels
&& FaceType
>= WINED3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
277 *ppCubeMapSurface
= This
->surfaces
[FaceType
][Level
];
278 IWineD3DSurface_AddRef(*ppCubeMapSurface
);
282 if (WINED3D_OK
== hr
) {
283 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This
, FaceType
, Level
, This
->surfaces
[FaceType
][Level
]);
285 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
291 static HRESULT WINAPI
IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, UINT Level
, WINED3DLOCKED_RECT
* pLockedRect
, CONST RECT
* pRect
, DWORD Flags
) {
292 HRESULT hr
= WINED3DERR_INVALIDCALL
;
293 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
295 if (Level
< This
->baseTexture
.levels
&& FaceType
>= WINED3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
296 hr
= IWineD3DSurface_LockRect(This
->surfaces
[FaceType
][Level
], pLockedRect
, pRect
, Flags
);
299 if (WINED3D_OK
== hr
) {
300 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This
, FaceType
, Level
, pLockedRect
->pBits
, hr
);
302 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
308 static HRESULT WINAPI
IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, UINT Level
) {
309 HRESULT hr
= WINED3DERR_INVALIDCALL
;
310 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
312 if (Level
< This
->baseTexture
.levels
&& FaceType
>= WINED3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
313 hr
= IWineD3DSurface_UnlockRect(This
->surfaces
[FaceType
][Level
]);
316 if (WINED3D_OK
== hr
) {
317 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This
, FaceType
, Level
, hr
);
319 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This
, Level
, This
->baseTexture
.levels
, FaceType
);
324 static HRESULT WINAPI
IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture
*iface
, WINED3DCUBEMAP_FACES FaceType
, CONST RECT
* pDirtyRect
) {
325 HRESULT hr
= WINED3DERR_INVALIDCALL
;
326 IWineD3DCubeTextureImpl
*This
= (IWineD3DCubeTextureImpl
*)iface
;
327 This
->baseTexture
.dirty
= TRUE
;
328 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This
, FaceType
);
329 if (FaceType
>= WINED3DCUBEMAP_FACE_POSITIVE_X
&& FaceType
<= WINED3DCUBEMAP_FACE_NEGATIVE_Z
) {
330 hr
= IWineD3DSurface_AddDirtyRect(This
->surfaces
[FaceType
][0], pDirtyRect
);
332 WARN("(%p) overflow FaceType(%d)\n", This
, FaceType
);
338 const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl
=
341 IWineD3DCubeTextureImpl_QueryInterface
,
342 IWineD3DCubeTextureImpl_AddRef
,
343 IWineD3DCubeTextureImpl_Release
,
344 /* IWineD3DResource */
345 IWineD3DCubeTextureImpl_GetParent
,
346 IWineD3DCubeTextureImpl_GetDevice
,
347 IWineD3DCubeTextureImpl_SetPrivateData
,
348 IWineD3DCubeTextureImpl_GetPrivateData
,
349 IWineD3DCubeTextureImpl_FreePrivateData
,
350 IWineD3DCubeTextureImpl_SetPriority
,
351 IWineD3DCubeTextureImpl_GetPriority
,
352 IWineD3DCubeTextureImpl_PreLoad
,
353 IWineD3DCubeTextureImpl_GetType
,
354 /* IWineD3DBaseTexture */
355 IWineD3DCubeTextureImpl_SetLOD
,
356 IWineD3DCubeTextureImpl_GetLOD
,
357 IWineD3DCubeTextureImpl_GetLevelCount
,
358 IWineD3DCubeTextureImpl_SetAutoGenFilterType
,
359 IWineD3DCubeTextureImpl_GetAutoGenFilterType
,
360 IWineD3DCubeTextureImpl_GenerateMipSubLevels
,
361 IWineD3DCubeTextureImpl_SetDirty
,
362 IWineD3DCubeTextureImpl_GetDirty
,
363 IWineD3DCubeTextureImpl_BindTexture
,
364 IWineD3DCubeTextureImpl_UnBindTexture
,
365 IWineD3DCubeTextureImpl_GetTextureDimensions
,
366 IWineD3DCubeTextureImpl_ApplyStateChanges
,
367 /* IWineD3DCubeTexture */
368 IWineD3DCubeTextureImpl_Destroy
,
369 IWineD3DCubeTextureImpl_GetLevelDesc
,
370 IWineD3DCubeTextureImpl_GetCubeMapSurface
,
371 IWineD3DCubeTextureImpl_LockRect
,
372 IWineD3DCubeTextureImpl_UnlockRect
,
373 IWineD3DCubeTextureImpl_AddDirtyRect