| /* | |
| * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA | |
| */ | |
| #include "config.h" | |
| #include "wined3d_private.h" | |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); | |
| #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info | |
| static const GLenum cube_targets[6] = { | |
| #if defined(GL_VERSION_1_3) | |
| GL_TEXTURE_CUBE_MAP_POSITIVE_X, | |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_X, | |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Y, | |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, | |
| GL_TEXTURE_CUBE_MAP_POSITIVE_Z, | |
| GL_TEXTURE_CUBE_MAP_NEGATIVE_Z | |
| #else | |
| 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 | |
| #endif | |
| }; | |
| /* ******************************************* | |
| IWineD3DCubeTexture IUnknown parts follow | |
| ******************************************* */ | |
| 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_IWineD3DResource) | |
| || IsEqualGUID(riid, &IID_IWineD3DBaseTexture) | |
| || IsEqualGUID(riid, &IID_IWineD3DTexture)) { | |
| IUnknown_AddRef(iface); | |
| *ppobj = This; | |
| return D3D_OK; | |
| } | |
| return E_NOINTERFACE; | |
| } | |
| ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) { | |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | |
| TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref); | |
| IUnknown_AddRef(This->resource.parent); | |
| return InterlockedIncrement(&This->resource.ref); | |
| } | |
| ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) { | |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | |
| ULONG ref; | |
| TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref); | |
| ref = InterlockedDecrement(&This->resource.ref); | |
| if (ref == 0) { | |
| int i,j; | |
| for (i = 0; i < This->baseTexture.levels; i++) { | |
| for (j = 0; j < 6; j++) { | |
| if (This->surfaces[j][i] != NULL) { | |
| TRACE("(%p) : Releasing surface%d %d %p\n", This, j, i, This->surfaces[j][i]); | |
| IWineD3DSurface_Release((IWineD3DSurface *) This->surfaces[j][i]); | |
| } | |
| } | |
| } | |
| if(This->baseTexture.textureName != 0){ | |
| ENTER_GL(); | |
| TRACE("Deleting texture %d\n", This->baseTexture.textureName); | |
| glDeleteTextures(1, &This->baseTexture.textureName); | |
| LEAVE_GL(); | |
| } | |
| HeapFree(GetProcessHeap(), 0, This); | |
| } else { | |
| IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */ | |
| } | |
| return ref; | |
| } | |
| /* **************************************************** | |
| IWineD3DCubeTexture IWineD3DResource parts follow | |
| **************************************************** */ | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) { | |
| return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { | |
| return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { | |
| return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) { | |
| return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); | |
| } | |
| DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) { | |
| return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); | |
| } | |
| DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) { | |
| return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); | |
| } | |
| void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) { | |
| /* Override the IWineD3DResource Preload method */ | |
| unsigned int i,j; | |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | |
| TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty); | |
| ENTER_GL(); | |
| #if 0 /* TODO: context manager support */ | |
| IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_CUBE_MAP_ARB, ENABLED, NOW /* make sure the state is applied now */); | |
| #else | |
| glEnable(GL_TEXTURE_CUBE_MAP_ARB); | |
| #endif | |
| /* Generate a texture name if we don't already have one */ | |
| if (This->baseTexture.textureName == 0) { | |
| glGenTextures(1, &This->baseTexture.textureName); | |
| checkGLcall("glGenTextures"); | |
| TRACE("Generated texture %d\n", This->baseTexture.textureName); | |
| if (This->baseTexture.pool == D3DPOOL_DEFAULT) { | |
| /* Tell opengl to try and keep this texture in video ram (well mostly) */ | |
| GLclampf tmp; | |
| tmp = 0.9f; | |
| glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp); | |
| } | |
| } | |
| /* Bind the texture */ | |
| if (This->baseTexture.textureName != 0) { | |
| glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, This->baseTexture.textureName); | |
| checkGLcall("glBindTexture"); | |
| } else { /* this only happened if we've run out of openGL textures */ | |
| WARN("This texture doesn't have an openGL texture assigned to it\n"); | |
| return; | |
| } | |
| /* If were dirty then reload the surfaces */ | |
| if(This->baseTexture.dirty != FALSE) { | |
| for (i = 0; i < This->baseTexture.levels; i++) { | |
| for (j = 0; j < 6; j++) | |
| IWineD3DSurface_LoadTexture((IWineD3DSurface *) This->surfaces[j][i], cube_targets[j], i); | |
| } | |
| /* No longer dirty */ | |
| This->baseTexture.dirty = FALSE; | |
| } | |
| /* Always need to reset the number of mipmap levels when rebinding as it is | |
| a property of the active texture unit, and another texture may have set it | |
| to a different value */ | |
| TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1); | |
| glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); | |
| checkGLcall("glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels)"); | |
| #if 0 /* TODO: context manager support */ | |
| IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_CUBE_MAP_ARB, DISABLED, DELAYED); | |
| #endif | |
| LEAVE_GL(); | |
| return ; | |
| } | |
| D3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) { | |
| return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) { | |
| return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); | |
| } | |
| /* ****************************************************** | |
| IWineD3DCubeTexture IWineD3DBaseTexture parts follow | |
| ****************************************************** */ | |
| DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) { | |
| return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew); | |
| } | |
| DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) { | |
| return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface); | |
| } | |
| DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) { | |
| return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface); | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) { | |
| return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType); | |
| } | |
| D3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) { | |
| return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface); | |
| } | |
| void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) { | |
| return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface); | |
| } | |
| /* Internal function, No d3d mapping */ | |
| BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) { | |
| return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty); | |
| } | |
| /* Internal function, No d3d mapping */ | |
| BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) { | |
| return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) { | |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | |
| TRACE("(%p) : %d \n", This, This->baseTexture.textureName); | |
| ENTER_GL(); | |
| #if 0 /* TODO: context manager support */ | |
| IWineD3DContextManager_PushState(This->contextManager, GL_TEXTURE_CUBE_MAP_ARB, ENABLED, NOW /* make sure the state is applied now */); | |
| #else | |
| glEnable(GL_TEXTURE_CUBE_MAP_ARB); | |
| #endif | |
| glBindTexture(GLTEXTURECUBEMAP, This->baseTexture.textureName); | |
| LEAVE_GL(); | |
| return D3D_OK; | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) { | |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | |
| TRACE("(%p) \n", This); | |
| ENTER_GL(); | |
| glBindTexture(GLTEXTURECUBEMAP, 0); | |
| #if 0 /* TODO: context manager support */ | |
| IWineD3DContextManager_PopState(This->contextManager, GL_TEXTURE_CUBE_MAP_ARB, ENABLED, NOW /* make sure the state is applied now */); | |
| #else | |
| glDisable(GL_TEXTURE_CUBE_MAP_ARB); | |
| #endif | |
| LEAVE_GL(); | |
| return D3D_OK; | |
| } | |
| UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){ | |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | |
| TRACE("(%p) \n", This); | |
| return GLTEXTURECUBEMAP; | |
| } | |
| /* ******************************************* | |
| IWineD3DCubeTexture IWineD3DCubeTexture parts follow | |
| ******************************************* */ | |
| 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((IWineD3DSurface *) This->surfaces[0][Level], pDesc); | |
| } | |
| FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); | |
| return D3DERR_INVALIDCALL; | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) { | |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | |
| if (Level < This->baseTexture.levels) { | |
| *ppCubeMapSurface = (IWineD3DSurface *) This->surfaces[FaceType][Level]; | |
| IWineD3DSurface_AddRef((IWineD3DSurface *) *ppCubeMapSurface); | |
| TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p \n", This, FaceType, Level, This->surfaces[FaceType][Level]); | |
| } else { | |
| FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); | |
| return D3DERR_INVALIDCALL; | |
| } | |
| return D3D_OK; | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) { | |
| HRESULT hr; | |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | |
| if (Level < This->baseTexture.levels) { | |
| hr = IWineD3DSurface_LockRect((IWineD3DSurface *) This->surfaces[FaceType][Level], pLockedRect, pRect, Flags); | |
| TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr); | |
| } else { | |
| FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); | |
| return D3DERR_INVALIDCALL; | |
| } | |
| return hr; | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level) { | |
| HRESULT hr; | |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | |
| if (Level < This->baseTexture.levels) { | |
| hr = IWineD3DSurface_UnlockRect((IWineD3DSurface *) This->surfaces[FaceType][Level]); | |
| TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr); | |
| } else { | |
| FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); | |
| return D3DERR_INVALIDCALL; | |
| } | |
| return hr; | |
| } | |
| HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) { | |
| IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface; | |
| This->baseTexture.dirty = TRUE; | |
| TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType); | |
| return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *) This->surfaces[FaceType][0], pDirtyRect); | |
| } | |
| 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, | |
| /*base texture */ | |
| IWineD3DCubeTextureImpl_SetLOD, | |
| IWineD3DCubeTextureImpl_GetLOD, | |
| IWineD3DCubeTextureImpl_GetLevelCount, | |
| IWineD3DCubeTextureImpl_SetAutoGenFilterType, | |
| IWineD3DCubeTextureImpl_GetAutoGenFilterType, | |
| IWineD3DCubeTextureImpl_GenerateMipSubLevels, | |
| IWineD3DCubeTextureImpl_SetDirty, | |
| IWineD3DCubeTextureImpl_GetDirty, | |
| IWineD3DCubeTextureImpl_BindTexture, | |
| IWineD3DCubeTextureImpl_UnBindTexture, | |
| IWineD3DCubeTextureImpl_GetTextureDimensions, | |
| /* cube texture */ | |
| IWineD3DCubeTextureImpl_GetLevelDesc, | |
| IWineD3DCubeTextureImpl_GetCubeMapSurface, | |
| IWineD3DCubeTextureImpl_LockRect, | |
| IWineD3DCubeTextureImpl_UnlockRect, | |
| IWineD3DCubeTextureImpl_AddDirtyRect | |
| }; |