wined3d: Introduce cubetexture_init() to handle most of the cube texture initialization.
diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c
index 2e8c9c4..dec15ab 100644
--- a/dlls/wined3d/cubetexture.c
+++ b/dlls/wined3d/cubetexture.c
@@ -25,7 +25,90 @@
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
-#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
+#define GLINFO_LOCATION (*gl_info)
+
+static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
+{
+ /* Override the IWineD3DResource Preload method. */
+ IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+ unsigned int i, j;
+ BOOL srgb_mode;
+ BOOL *dirty;
+
+ switch (srgb)
+ {
+ case SRGB_RGB:
+ srgb_mode = FALSE;
+ break;
+
+ case SRGB_BOTH:
+ cubetexture_internal_preload(iface, SRGB_RGB);
+ /* Fallthrough */
+
+ case SRGB_SRGB:
+ srgb_mode = TRUE;
+ break;
+
+ default:
+ srgb_mode = This->baseTexture.is_srgb;
+ break;
+ }
+ dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
+
+ TRACE("(%p) : About to load texture: dirtified(%u).\n", This, *dirty);
+
+ /* 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);
+ }
+
+ if (This->resource.format_desc->format == WINED3DFMT_P8
+ || This->resource.format_desc->format == WINED3DFMT_A8P8)
+ {
+ for (i = 0; i < This->baseTexture.levels; ++i)
+ {
+ for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
+ {
+ if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i]))
+ {
+ TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
+ /* TODO: This is not necessarily needed with hw palettized texture support. */
+ IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
+ /* Make sure the texture is reloaded because of the palette change,
+ * this kills performance though :( */
+ IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
+ }
+ }
+ }
+ }
+
+ /* If the texture is marked dirty or the srgb sampler setting has changed
+ * since the last load then reload the surfaces. */
+ if (*dirty)
+ {
+ for (i = 0; i < This->baseTexture.levels; ++i)
+ {
+ for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j)
+ {
+ IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
+ }
+ }
+ }
+ else
+ {
+ TRACE("(%p) Texture not dirty, nothing to do.\n" , iface);
+ }
+
+ /* No longer dirty. */
+ *dirty = FALSE;
+}
static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb)
{
@@ -54,9 +137,140 @@
basetexture_cleanup((IWineD3DBaseTexture *)This);
}
+HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
+ IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
+{
+ const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
+ const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
+ UINT pow2_edge_length;
+ unsigned int i, j;
+ UINT tmp_w;
+ HRESULT hr;
+
+ /* TODO: It should only be possible to create textures for formats
+ * that are reported as supported. */
+ if (WINED3DFMT_UNKNOWN >= format)
+ {
+ WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && pool != WINED3DPOOL_SCRATCH)
+ {
+ WARN("(%p) : Tried to create not supported cube texture.\n", texture);
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ /* Calculate levels for mip mapping */
+ if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
+ {
+ if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
+ {
+ WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ if (levels > 1)
+ {
+ WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
+ levels = 1;
+ }
+ else if (!levels)
+ {
+ levels = wined3d_log2i(edge_length) + 1;
+ TRACE("Calculated levels = %u.\n", levels);
+ }
+
+ hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
+ WINED3DRTYPE_CUBETEXTURE, device, 0, usage, format_desc, pool, parent);
+ if (FAILED(hr))
+ {
+ WARN("Failed to initialize basetexture, returning %#x\n", hr);
+ return hr;
+ }
+
+ if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
+ {
+ texture->baseTexture.minMipLookup = minMipLookup;
+ texture->baseTexture.magLookup = magLookup;
+ }
+ else
+ {
+ texture->baseTexture.minMipLookup = minMipLookup_noFilter;
+ texture->baseTexture.magLookup = magLookup_noFilter;
+ }
+
+ /* Find the nearest pow2 match. */
+ pow2_edge_length = 1;
+ while (pow2_edge_length < edge_length) pow2_edge_length <<= 1;
+
+ if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || (edge_length == pow2_edge_length))
+ {
+ /* Precalculated scaling for 'faked' non power of two texture coords. */
+ texture->baseTexture.pow2Matrix[0] = 1.0;
+ texture->baseTexture.pow2Matrix[5] = 1.0;
+ texture->baseTexture.pow2Matrix[10] = 1.0;
+ texture->baseTexture.pow2Matrix[15] = 1.0;
+ }
+ else
+ {
+ /* Precalculated scaling for 'faked' non power of two texture coords. */
+ texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
+ texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
+ texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
+ texture->baseTexture.pow2Matrix[15] = 1.0;
+ texture->baseTexture.pow2Matrix_identity = FALSE;
+ }
+
+ /* Generate all the surfaces. */
+ tmp_w = edge_length;
+ for (i = 0; i < texture->baseTexture.levels; ++i)
+ {
+ /* Create the 6 faces. */
+ for (j = 0; j < 6; ++j)
+ {
+ 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,
+ };
+
+ hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_w,
+ format, usage, pool, i /* Level */, j, &texture->surfaces[j][i]);
+ if (FAILED(hr))
+ {
+ FIXME("(%p) Failed to create surface, hr %#x.\n", texture, hr);
+ texture->surfaces[j][i] = NULL;
+ cubetexture_cleanup(texture, D3DCB_DefaultDestroySurface);
+ return hr;
+ }
+
+ IWineD3DSurface_SetContainer(texture->surfaces[j][i], (IWineD3DBase *)texture);
+ TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[j][i]);
+ surface_set_texture_target(texture->surfaces[j][i], cube_targets[j]);
+ }
+ tmp_w = max(1, tmp_w >> 1);
+ }
+ texture->baseTexture.internal_preload = cubetexture_internal_preload;
+
+ return WINED3D_OK;
+}
+
+#undef GLINFO_LOCATION
+
/* *******************************************
IWineD3DCubeTexture IUnknown parts follow
******************************************* */
+
+#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
@@ -118,65 +332,6 @@
return resource_get_priority((IWineD3DResource *)iface);
}
-void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
- /* Override the IWineD3DResource Preload method */
- unsigned int i,j;
- IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
- IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
- BOOL srgb_mode;
- BOOL *dirty;
-
- switch(srgb) {
- case SRGB_RGB: srgb_mode = FALSE; break;
- case SRGB_BOTH: cubetexture_internal_preload(iface, SRGB_RGB);
- case SRGB_SRGB: srgb_mode = TRUE; break;
- /* DONTKNOW, and shut up the compiler */
- default: srgb_mode = This->baseTexture.is_srgb; break;
- }
- dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
-
- TRACE("(%p) : About to load texture: dirtified(%d)\n", This, *dirty);
-
- /* 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);
- }
-
- if (This->resource.format_desc->format == WINED3DFMT_P8 || This->resource.format_desc->format == WINED3DFMT_A8P8)
- {
- for (i = 0; i < This->baseTexture.levels; i++) {
- for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
- if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i])) {
- TRACE("Reloading surface because the d3d8/9 palette was changed\n");
- /* TODO: This is not necessarily needed with hw palettized texture support */
- IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
- /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
- IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
- }
- }
- }
- }
- /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
- if (*dirty) {
- for (i = 0; i < This->baseTexture.levels; i++) {
- for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
- IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
- }
- }
- } else {
- TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
- }
-
- /* No longer dirty */
- *dirty = FALSE;
- return;
-}
-
static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 75d4c9c..5d7c4dd 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1295,47 +1295,8 @@
WINED3DPOOL Pool, IWineD3DCubeTexture **ppCubeTexture, IUnknown *parent)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapter->gl_info);
IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
- unsigned int i, j;
- UINT tmpW;
HRESULT hr;
- unsigned int pow2EdgeLength;
-
- /* TODO: It should only be possible to create textures for formats
- that are reported as supported */
- if (WINED3DFMT_UNKNOWN >= Format) {
- WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
- return WINED3DERR_INVALIDCALL;
- }
-
- if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && Pool != WINED3DPOOL_SCRATCH) {
- WARN("(%p) : Tried to create not supported cube texture\n", This);
- return WINED3DERR_INVALIDCALL;
- }
-
- /* Calculate levels for mip mapping */
- if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
- {
- if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
- {
- WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- if (Levels > 1)
- {
- WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- Levels = 1;
- }
- else if (!Levels)
- {
- Levels = wined3d_log2i(EdgeLength) + 1;
- TRACE("Calculated levels = %d\n", Levels);
- }
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
@@ -1346,82 +1307,18 @@
}
object->lpVtbl = &IWineD3DCubeTexture_Vtbl;
- hr = basetexture_init((IWineD3DBaseTextureImpl *)object, Levels,
- WINED3DRTYPE_CUBETEXTURE, This, 0, Usage, format_desc, Pool, parent);
+ hr = cubetexture_init(object, EdgeLength, Levels, This, Usage, Format, Pool, parent);
if (FAILED(hr))
{
- WARN("Failed to initialize basetexture, returning %#x\n", hr);
+ WARN("Failed to initialize cubetexture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*ppCubeTexture = NULL;
return hr;
}
- TRACE("(%p) : Created basetexture %p\n", This, object);
-
- TRACE("(%p) Create Cube Texture\n", This);
-
- /* Find the nearest pow2 match */
- pow2EdgeLength = 1;
- while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
-
- if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || (EdgeLength == pow2EdgeLength)) {
- /* Precalculated scaling for 'faked' non power of two texture coords */
- object->baseTexture.pow2Matrix[ 0] = 1.0;
- object->baseTexture.pow2Matrix[ 5] = 1.0;
- object->baseTexture.pow2Matrix[10] = 1.0;
- object->baseTexture.pow2Matrix[15] = 1.0;
- } else {
- /* Precalculated scaling for 'faked' non power of two texture coords */
- object->baseTexture.pow2Matrix[ 0] = ((float)EdgeLength) / ((float)pow2EdgeLength);
- object->baseTexture.pow2Matrix[ 5] = ((float)EdgeLength) / ((float)pow2EdgeLength);
- object->baseTexture.pow2Matrix[10] = ((float)EdgeLength) / ((float)pow2EdgeLength);
- object->baseTexture.pow2Matrix[15] = 1.0;
- object->baseTexture.pow2Matrix_identity = FALSE;
- }
-
- if (object->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
- {
- object->baseTexture.minMipLookup = minMipLookup;
- object->baseTexture.magLookup = magLookup;
- } else {
- object->baseTexture.minMipLookup = minMipLookup_noFilter;
- object->baseTexture.magLookup = magLookup_noFilter;
- }
-
- /* Generate all the surfaces */
- tmpW = EdgeLength;
- for (i = 0; i < object->baseTexture.levels; i++) {
-
- /* Create the 6 faces */
- for (j = 0; j < 6; j++) {
- 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
- };
-
- hr = IWineD3DDeviceParent_CreateSurface(This->device_parent, parent, tmpW, tmpW,
- Format, Usage, Pool, i /* Level */, j, &object->surfaces[j][i]);
- if (FAILED(hr))
- {
- FIXME("(%p) Failed to create surface\n",object);
- IWineD3DCubeTexture_Release((IWineD3DCubeTexture *)object);
- *ppCubeTexture = NULL;
- return hr;
- }
- IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
- TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
- surface_set_texture_target(object->surfaces[j][i], cube_targets[j]);
- }
- tmpW = max(1, tmpW >> 1);
- }
- object->baseTexture.internal_preload = cubetexture_internal_preload;
-
TRACE("(%p) : Created Cube Texture %p\n", This, object);
- *ppCubeTexture = (IWineD3DCubeTexture *) object;
+ *ppCubeTexture = (IWineD3DCubeTexture *)object;
+
return WINED3D_OK;
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index a3bb0ce..9c1c2d1 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1712,7 +1712,6 @@
void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
} IWineD3DBaseTextureClass;
-void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
@@ -1785,6 +1784,9 @@
extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
+HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
+ IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
+
typedef struct _WINED3DVOLUMET_DESC
{
UINT Width;