| /* |
| * IWineD3DCubeTexture implementation |
| * |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2005 Raphael Junqueira |
| * Copyright 2005 Oliver Stieber |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info |
| |
| static const GLenum cube_targets[6] = { |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB |
| }; |
| |
| /* ******************************************* |
| IWineD3DCubeTexture IUnknown parts follow |
| ******************************************* */ |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj) |
| { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IWineD3DResource) |
| || IsEqualGUID(riid, &IID_IWineD3DBaseTexture) |
| || IsEqualGUID(riid, &IID_IWineD3DTexture)) { |
| IUnknown_AddRef(iface); |
| *ppobj = This; |
| return S_OK; |
| } |
| *ppobj = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref); |
| return InterlockedIncrement(&This->resource.ref); |
| } |
| |
| static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| ULONG ref; |
| TRACE("(%p) : Releasing from %d\n", This, This->resource.ref); |
| ref = InterlockedDecrement(&This->resource.ref); |
| if (ref == 0) { |
| IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface); |
| } |
| return ref; |
| } |
| |
| /* **************************************************** |
| IWineD3DCubeTexture IWineD3DResource parts follow |
| **************************************************** */ |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) { |
| return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { |
| return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { |
| return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) { |
| return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); |
| } |
| |
| static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) { |
| return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); |
| } |
| |
| static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) { |
| return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); |
| } |
| |
| static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) { |
| /* Override the IWineD3DResource Preload method */ |
| unsigned int i,j; |
| BOOL setGlTextureDesc = FALSE; |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| BOOL srgb_mode = This->baseTexture.is_srgb; |
| BOOL srgb_was_toggled = FALSE; |
| |
| TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty); |
| |
| if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE; |
| |
| /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw |
| * and a context was activated at the beginning of drawPrimitive |
| */ |
| if(!device->isInDraw) { |
| /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading |
| * offscreen render targets into their texture |
| */ |
| ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); |
| } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) { |
| srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE]; |
| srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode); |
| This->baseTexture.is_srgb = srgb_mode; |
| } |
| IWineD3DCubeTexture_BindTexture(iface); |
| |
| ENTER_GL(); |
| /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */ |
| if (This->baseTexture.dirty) { |
| for (i = 0; i < This->baseTexture.levels; i++) { |
| for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) { |
| if(setGlTextureDesc) |
| IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]); |
| IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode); |
| } |
| } |
| } else if (srgb_was_toggled) { |
| /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of |
| * checking srgb_was_toggled in every iteration, even when the texture is just dirty |
| */ |
| if (This->baseTexture.srgb_mode_change_count < 20) |
| ++This->baseTexture.srgb_mode_change_count; |
| else |
| FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This); |
| |
| for (i = 0; i < This->baseTexture.levels; i++) { |
| for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) { |
| IWineD3DSurface_AddDirtyRect(This->surfaces[j][i], NULL); |
| IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]); |
| IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode); |
| } |
| } |
| } else { |
| TRACE("(%p) Texture not dirty, nothing to do\n" , iface); |
| } |
| LEAVE_GL(); |
| |
| /* No longer dirty */ |
| This->baseTexture.dirty = FALSE; |
| return ; |
| } |
| |
| static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) { |
| return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) { |
| return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); |
| } |
| |
| /* ****************************************************** |
| IWineD3DCubeTexture IWineD3DBaseTexture parts follow |
| ****************************************************** */ |
| static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) { |
| return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew); |
| } |
| |
| static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) { |
| return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface); |
| } |
| |
| static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) { |
| return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { |
| return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType); |
| } |
| |
| static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) { |
| return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface); |
| } |
| |
| static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) { |
| IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface); |
| } |
| |
| /* Internal function, No d3d mapping */ |
| static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) { |
| return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty); |
| } |
| |
| /* Internal function, No d3d mapping */ |
| static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) { |
| return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| TRACE("(%p) : relay to BaseTexture\n", This); |
| return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| TRACE("(%p) : relay to BaseTexture\n", This); |
| return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface); |
| } |
| |
| static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){ |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| TRACE("(%p)\n", This); |
| |
| return GL_TEXTURE_CUBE_MAP_ARB; |
| } |
| |
| static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface, |
| const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], |
| const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| float matrix[16]; |
| IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates); |
| |
| |
| /* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */ |
| if(This->pow2scalingFactor != 1.0f) { |
| if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU && |
| (~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) { |
| |
| glMatrixMode(GL_TEXTURE); |
| memset(matrix, 0 , sizeof(matrix)); |
| |
| matrix[0] = This->pow2scalingFactor; |
| matrix[5] = This->pow2scalingFactor; |
| matrix[10] = This->pow2scalingFactor; |
| #if 0 /* Translation fixup is no longer required (here for reminder) */ |
| matrix[12] = -0.25f / (float)This->edgeLength; |
| matrix[13] = -0.75f / (float)This->edgeLength; |
| matrix[14] = -0.25f / (float)This->edgeLength; |
| #endif |
| TRACE("(%p) Setup Matrix:\n", This); |
| TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]); |
| TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]); |
| TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]); |
| TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]); |
| TRACE("\n"); |
| glMultMatrixf(matrix); |
| } else { |
| /* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */ |
| FIXME("Non-power2 texture being used with generated texture coords\n"); |
| } |
| } |
| |
| } |
| |
| |
| /* ******************************************* |
| IWineD3DCubeTexture IWineD3DCubeTexture parts follow |
| ******************************************* */ |
| static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| int i,j; |
| TRACE("(%p) : Cleaning up\n",This); |
| for (i = 0; i < This->baseTexture.levels; i++) { |
| for (j = 0; j < 6; j++) { |
| if (This->surfaces[j][i] != NULL) { |
| /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */ |
| IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0); |
| /* Cleanup the container */ |
| IWineD3DSurface_SetContainer(This->surfaces[j][i], 0); |
| D3DCB_DestroySurface(This->surfaces[j][i]); |
| } |
| } |
| } |
| IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface); |
| /* finally delete the object */ |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| |
| if (Level < This->baseTexture.levels) { |
| TRACE("(%p) level (%d)\n", This, Level); |
| return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc); |
| } |
| FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) { |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| HRESULT hr = WINED3DERR_INVALIDCALL; |
| |
| if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { |
| *ppCubeMapSurface = This->surfaces[FaceType][Level]; |
| IWineD3DSurface_AddRef(*ppCubeMapSurface); |
| |
| hr = WINED3D_OK; |
| } |
| if (WINED3D_OK == hr) { |
| TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]); |
| } else { |
| WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType); |
| } |
| |
| return hr; |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) { |
| HRESULT hr = WINED3DERR_INVALIDCALL; |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| |
| if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { |
| hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags); |
| } |
| |
| if (WINED3D_OK == hr) { |
| TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr); |
| } else { |
| WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType); |
| } |
| |
| return hr; |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) { |
| HRESULT hr = WINED3DERR_INVALIDCALL; |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| |
| if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { |
| hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]); |
| } |
| |
| if (WINED3D_OK == hr) { |
| TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr); |
| } else { |
| WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType); |
| } |
| return hr; |
| } |
| |
| static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) { |
| HRESULT hr = WINED3DERR_INVALIDCALL; |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; |
| This->baseTexture.dirty = TRUE; |
| TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType); |
| if (FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) { |
| hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect); |
| } else { |
| WARN("(%p) overflow FaceType(%d)\n", This, FaceType); |
| } |
| return hr; |
| } |
| |
| |
| const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl = |
| { |
| /* IUnknown */ |
| IWineD3DCubeTextureImpl_QueryInterface, |
| IWineD3DCubeTextureImpl_AddRef, |
| IWineD3DCubeTextureImpl_Release, |
| /* IWineD3DResource */ |
| IWineD3DCubeTextureImpl_GetParent, |
| IWineD3DCubeTextureImpl_GetDevice, |
| IWineD3DCubeTextureImpl_SetPrivateData, |
| IWineD3DCubeTextureImpl_GetPrivateData, |
| IWineD3DCubeTextureImpl_FreePrivateData, |
| IWineD3DCubeTextureImpl_SetPriority, |
| IWineD3DCubeTextureImpl_GetPriority, |
| IWineD3DCubeTextureImpl_PreLoad, |
| IWineD3DCubeTextureImpl_GetType, |
| /* IWineD3DBaseTexture */ |
| IWineD3DCubeTextureImpl_SetLOD, |
| IWineD3DCubeTextureImpl_GetLOD, |
| IWineD3DCubeTextureImpl_GetLevelCount, |
| IWineD3DCubeTextureImpl_SetAutoGenFilterType, |
| IWineD3DCubeTextureImpl_GetAutoGenFilterType, |
| IWineD3DCubeTextureImpl_GenerateMipSubLevels, |
| IWineD3DCubeTextureImpl_SetDirty, |
| IWineD3DCubeTextureImpl_GetDirty, |
| IWineD3DCubeTextureImpl_BindTexture, |
| IWineD3DCubeTextureImpl_UnBindTexture, |
| IWineD3DCubeTextureImpl_GetTextureDimensions, |
| IWineD3DCubeTextureImpl_ApplyStateChanges, |
| /* IWineD3DCubeTexture */ |
| IWineD3DCubeTextureImpl_Destroy, |
| IWineD3DCubeTextureImpl_GetLevelDesc, |
| IWineD3DCubeTextureImpl_GetCubeMapSurface, |
| IWineD3DCubeTextureImpl_LockRect, |
| IWineD3DCubeTextureImpl_UnlockRect, |
| IWineD3DCubeTextureImpl_AddDirtyRect |
| }; |