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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/cubetexture.c@ 16477

Last change on this file since 16477 was 16477, checked in by vboxsync, 16 years ago

LGPL disclaimer by filemuncher

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1/*
2 * IWineD3DCubeTexture implementation
3 *
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24/*
25 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
26 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
27 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
28 * a choice of LGPL license versions is made available with the language indicating
29 * that LGPLv2 or any later version may be used, or where a choice of which version
30 * of the LGPL is applied is otherwise unspecified.
31 */
32
33#include "config.h"
34#include "wined3d_private.h"
35
36WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
37#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
38
39/* *******************************************
40 IWineD3DCubeTexture IUnknown parts follow
41 ******************************************* */
42static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
43{
44 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
45 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
46 if (IsEqualGUID(riid, &IID_IUnknown)
47 || IsEqualGUID(riid, &IID_IWineD3DBase)
48 || IsEqualGUID(riid, &IID_IWineD3DResource)
49 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
50 || IsEqualGUID(riid, &IID_IWineD3DCubeTexture)) {
51 IUnknown_AddRef(iface);
52 *ppobj = This;
53 return S_OK;
54 }
55 *ppobj = NULL;
56 return E_NOINTERFACE;
57}
58
59static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
60 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
61 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
62 return InterlockedIncrement(&This->resource.ref);
63}
64
65static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
66 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
67 ULONG ref;
68 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
69 ref = InterlockedDecrement(&This->resource.ref);
70 if (ref == 0) {
71 IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
72 }
73 return ref;
74}
75
76/* ****************************************************
77 IWineD3DCubeTexture IWineD3DResource parts follow
78 **************************************************** */
79static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
80 return resource_get_device((IWineD3DResource *)iface, ppDevice);
81}
82
83static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
84 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
85}
86
87static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
88 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
89}
90
91static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
92 return resource_free_private_data((IWineD3DResource *)iface, refguid);
93}
94
95static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
96 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
97}
98
99static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
100 return resource_get_priority((IWineD3DResource *)iface);
101}
102
103static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
104 /* Override the IWineD3DResource Preload method */
105 unsigned int i,j;
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;
110
111 TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
112
113 /* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
114 * and a context was activated at the beginning of drawPrimitive
115 */
116 if(!device->isInDraw) {
117 /* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
118 * offscreen render targets into their texture
119 */
120 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
121 } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
122 srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
123 srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
124 This->baseTexture.is_srgb = srgb_mode;
125 }
126
127 if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
128 for (i = 0; i < This->baseTexture.levels; i++) {
129 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
130 if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i])) {
131 TRACE("Reloading surface because the d3d8/9 palette was changed\n");
132 /* TODO: This is not necessarily needed with hw palettized texture support */
133 IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
134 /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
135 IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
136 }
137 }
138 }
139 }
140 /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
141 if (This->baseTexture.dirty) {
142 for (i = 0; i < This->baseTexture.levels; i++) {
143 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
144 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
145 }
146 }
147 } else if (srgb_was_toggled) {
148 /* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
149 * checking srgb_was_toggled in every iteration, even when the texture is just dirty
150 */
151 if (This->baseTexture.srgb_mode_change_count < 20)
152 ++This->baseTexture.srgb_mode_change_count;
153 else
154 FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
155
156 for (i = 0; i < This->baseTexture.levels; i++) {
157 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
158 IWineD3DSurface_AddDirtyRect(This->surfaces[j][i], NULL);
159 surface_force_reload(This->surfaces[j][i]);
160 IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
161 }
162 }
163 } else {
164 TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
165 }
166
167 /* No longer dirty */
168 This->baseTexture.dirty = FALSE;
169 return ;
170}
171
172static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
173 unsigned int i, j;
174 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
175 TRACE("(%p)\n", This);
176
177 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
178 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
179 * surface is fine
180 */
181 for (i = 0; i < This->baseTexture.levels; i++) {
182 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
183 IWineD3DSurface_UnLoad(This->surfaces[j][i]);
184 surface_set_texture_name(This->surfaces[j][i], 0);
185 }
186 }
187
188 basetexture_unload((IWineD3DBaseTexture *)iface);
189}
190
191static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
192 return resource_get_type((IWineD3DResource *)iface);
193}
194
195static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
196 return resource_get_parent((IWineD3DResource *)iface, pParent);
197}
198
199/* ******************************************************
200 IWineD3DCubeTexture IWineD3DBaseTexture parts follow
201 ****************************************************** */
202static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
203 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
204}
205
206static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
207 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
208}
209
210static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
211 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
212}
213
214static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
215 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
216}
217
218static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
219 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
220}
221
222static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
223 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
224}
225
226/* Internal function, No d3d mapping */
227static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
228 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
229}
230
231/* Internal function, No d3d mapping */
232static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
233 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
234}
235
236static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
237 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
238 BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
239 HRESULT hr;
240
241 TRACE("(%p) : relay to BaseTexture\n", This);
242
243 hr = basetexture_bind((IWineD3DBaseTexture *)iface);
244 if (set_gl_texture_desc && SUCCEEDED(hr)) {
245 UINT i, j;
246 for (i = 0; i < This->baseTexture.levels; ++i) {
247 for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
248 surface_set_texture_name(This->surfaces[j][i], This->baseTexture.textureName);
249 }
250 }
251 }
252
253 return hr;
254}
255
256static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
257 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
258 TRACE("(%p)\n", This);
259
260 return GL_TEXTURE_CUBE_MAP_ARB;
261}
262
263static BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
264 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
265 TRACE("(%p)\n", This);
266
267 return FALSE;
268}
269
270static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
271 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
272 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
273 TRACE("(%p) : relay to BaseTexture\n", iface);
274 basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
275}
276
277
278/* *******************************************
279 IWineD3DCubeTexture IWineD3DCubeTexture parts follow
280 ******************************************* */
281static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
282 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
283 unsigned int i,j;
284 TRACE("(%p) : Cleaning up\n",This);
285 for (i = 0; i < This->baseTexture.levels; i++) {
286 for (j = 0; j < 6; j++) {
287 if (This->surfaces[j][i] != NULL) {
288 IWineD3DSurface *surface = This->surfaces[j][i];
289 /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
290 surface_set_texture_name(surface, 0);
291 surface_set_texture_target(surface, 0);
292 /* Cleanup the container */
293 IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
294 D3DCB_DestroySurface(This->surfaces[j][i]);
295 }
296 }
297 }
298 basetexture_cleanup((IWineD3DBaseTexture *)iface);
299 /* finally delete the object */
300 HeapFree(GetProcessHeap(), 0, This);
301}
302
303static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
304 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
305
306 if (Level < This->baseTexture.levels) {
307 TRACE("(%p) level (%d)\n", This, Level);
308 return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
309 }
310 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
311 return WINED3DERR_INVALIDCALL;
312}
313
314static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
315 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
316 HRESULT hr = WINED3DERR_INVALIDCALL;
317
318 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
319 *ppCubeMapSurface = This->surfaces[FaceType][Level];
320 IWineD3DSurface_AddRef(*ppCubeMapSurface);
321
322 hr = WINED3D_OK;
323 }
324 if (WINED3D_OK == hr) {
325 TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
326 } else {
327 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
328 }
329
330 return hr;
331}
332
333static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
334 HRESULT hr = WINED3DERR_INVALIDCALL;
335 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
336
337 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
338 hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
339 }
340
341 if (WINED3D_OK == hr) {
342 TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
343 } else {
344 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
345 }
346
347 return hr;
348}
349
350static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
351 HRESULT hr = WINED3DERR_INVALIDCALL;
352 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
353
354 if (Level < This->baseTexture.levels && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
355 hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
356 }
357
358 if (WINED3D_OK == hr) {
359 TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
360 } else {
361 WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
362 }
363 return hr;
364}
365
366static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
367 HRESULT hr = WINED3DERR_INVALIDCALL;
368 IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
369 This->baseTexture.dirty = TRUE;
370 TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
371 if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
372 hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
373 } else {
374 WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
375 }
376 return hr;
377}
378
379
380const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
381{
382 /* IUnknown */
383 IWineD3DCubeTextureImpl_QueryInterface,
384 IWineD3DCubeTextureImpl_AddRef,
385 IWineD3DCubeTextureImpl_Release,
386 /* IWineD3DResource */
387 IWineD3DCubeTextureImpl_GetParent,
388 IWineD3DCubeTextureImpl_GetDevice,
389 IWineD3DCubeTextureImpl_SetPrivateData,
390 IWineD3DCubeTextureImpl_GetPrivateData,
391 IWineD3DCubeTextureImpl_FreePrivateData,
392 IWineD3DCubeTextureImpl_SetPriority,
393 IWineD3DCubeTextureImpl_GetPriority,
394 IWineD3DCubeTextureImpl_PreLoad,
395 IWineD3DCubeTextureImpl_UnLoad,
396 IWineD3DCubeTextureImpl_GetType,
397 /* IWineD3DBaseTexture */
398 IWineD3DCubeTextureImpl_SetLOD,
399 IWineD3DCubeTextureImpl_GetLOD,
400 IWineD3DCubeTextureImpl_GetLevelCount,
401 IWineD3DCubeTextureImpl_SetAutoGenFilterType,
402 IWineD3DCubeTextureImpl_GetAutoGenFilterType,
403 IWineD3DCubeTextureImpl_GenerateMipSubLevels,
404 IWineD3DCubeTextureImpl_SetDirty,
405 IWineD3DCubeTextureImpl_GetDirty,
406 IWineD3DCubeTextureImpl_BindTexture,
407 IWineD3DCubeTextureImpl_GetTextureDimensions,
408 IWineD3DCubeTextureImpl_IsCondNP2,
409 IWineD3DCubeTextureImpl_ApplyStateChanges,
410 /* IWineD3DCubeTexture */
411 IWineD3DCubeTextureImpl_Destroy,
412 IWineD3DCubeTextureImpl_GetLevelDesc,
413 IWineD3DCubeTextureImpl_GetCubeMapSurface,
414 IWineD3DCubeTextureImpl_LockRect,
415 IWineD3DCubeTextureImpl_UnlockRect,
416 IWineD3DCubeTextureImpl_AddDirtyRect
417};
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