mirror of
https://github.com/reactos/wine.git
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bcecddc084
- Add prototypes for the COM interfaces. - Fix some incorrect types from the last patch.
301 lines
13 KiB
C
301 lines
13 KiB
C
/*
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* IDirect3DCubeTexture9 implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Raphael Junqueira
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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static const GLenum cube_targets[6] = {
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#if defined(GL_VERSION_1_3)
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GL_TEXTURE_CUBE_MAP_POSITIVE_X,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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#else
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GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
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#endif
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};
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/* *******************************************
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IWineD3DCubeTexture IUnknown parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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WARN("(%p)->(%s,%p) should not be called\n",This,debugstr_guid(riid),ppobj);
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
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IUnknown_AddRef(This->resource.parent);
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return InterlockedIncrement(&This->resource.ref);
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}
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ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
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ref = InterlockedDecrement(&This->resource.ref);
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if (ref == 0) {
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int i,j;
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for (i = 0; i < This->baseTexture.levels; i++) {
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for (j = 0; j < 6; j++) {
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if (This->surfaces[j][i] != NULL) {
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TRACE("(%p) : Releasing surface %p\n", This, This->surfaces[j][i]);
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IWineD3DSurface_Release((IWineD3DSurface *) This->surfaces[j][i]);
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}
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}
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}
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IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
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HeapFree(GetProcessHeap(), 0, This);
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} else {
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IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DCubeTexture IWineD3DResource parts follow
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**************************************************** */
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HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
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/* Override the IWineD3DResource Preload method */
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unsigned int i,j;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
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ENTER_GL();
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for (i = 0; i < This->baseTexture.levels; i++) {
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if (i == 0 && This->surfaces[0][0]->textureName != 0 && This->baseTexture.dirty == FALSE) {
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glEnable(GL_TEXTURE_CUBE_MAP_ARB);
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glBindTexture(GLTEXTURECUBEMAP, This->surfaces[0][0]->textureName);
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checkGLcall("glBindTexture");
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TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][0], i, This->surfaces[0][0]->textureName);
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/* No need to walk through all mip-map levels, since already all assigned */
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i = This->baseTexture.levels;
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} else {
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if (i == 0) {
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if (This->surfaces[0][0]->textureName == 0) {
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glGenTextures(1, &This->surfaces[0][0]->textureName);
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checkGLcall("glGenTextures");
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TRACE("Texture %p (level %d) given name %d\n", This->surfaces[0][i], i, This->surfaces[0][0]->textureName);
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}
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glBindTexture(GLTEXTURECUBEMAP, This->surfaces[0][0]->textureName);
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checkGLcall("glBindTexture");
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
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glTexParameteri(GLTEXTURECUBEMAP, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
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checkGLcall("glTexParameteri(GL_TEXTURE_CUBE, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
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}
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for (j = 0; j < 6; j++) {
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IWineD3DSurface_LoadTexture((IWineD3DSurface *) This->surfaces[j][i], cube_targets[j], i);
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#if 0
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static int gen = 0;
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char buffer[4096];
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snprintf(buffer, sizeof(buffer), "/tmp/cube%d_face%d_level%d_%d.png", This->surfaces[0][0]->textureName, j, i, ++gen);
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IWineD3DSurfaceImpl_SaveSnapshot((IWineD3DSurface *) This->surfaces[j][i], buffer);
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#endif
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}
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/* Removed glTexParameterf now TextureStageStates are initialized at startup */
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This->baseTexture.dirty = FALSE;
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}
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}
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LEAVE_GL();
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return ;
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}
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D3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DCubeTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
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return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
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}
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DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
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}
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DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
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}
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HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
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return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
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}
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D3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
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}
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void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
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}
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/* Internal function, No d3d mapping */
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BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
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return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, TRUE);
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}
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BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
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}
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/* *******************************************
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IWineD3DCubeTexture IWineD3DCubeTexture parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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TRACE("(%p) level (%d)\n", This, Level);
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return IWineD3DSurface_GetDesc((IWineD3DSurface *) This->surfaces[0][Level], pDesc);
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}
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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}
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HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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*ppCubeMapSurface = (IWineD3DSurface *) This->surfaces[FaceType][Level];
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IWineD3DSurface_AddRef((IWineD3DSurface *) *ppCubeMapSurface);
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TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p \n", This, FaceType, Level, This->surfaces[FaceType][Level]);
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} else {
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
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HRESULT hr;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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hr = IWineD3DSurface_LockRect((IWineD3DSurface *) This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
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TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%lu)\n", This, FaceType, Level, pLockedRect->pBits, hr);
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} else {
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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}
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return hr;
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}
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HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, UINT Level) {
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HRESULT hr;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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hr = IWineD3DSurface_UnlockRect((IWineD3DSurface *) This->surfaces[FaceType][Level]);
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TRACE("(%p) -> faceType(%d) level(%d) success(%lu)\n", This, FaceType, Level, hr);
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} else {
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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}
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return hr;
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}
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HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
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return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *) This->surfaces[FaceType][0], pDirtyRect);
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}
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IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
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{
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IWineD3DCubeTextureImpl_QueryInterface,
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IWineD3DCubeTextureImpl_AddRef,
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IWineD3DCubeTextureImpl_Release,
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IWineD3DCubeTextureImpl_GetParent,
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IWineD3DCubeTextureImpl_GetDevice,
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IWineD3DCubeTextureImpl_SetPrivateData,
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IWineD3DCubeTextureImpl_GetPrivateData,
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IWineD3DCubeTextureImpl_FreePrivateData,
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IWineD3DCubeTextureImpl_SetPriority,
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IWineD3DCubeTextureImpl_GetPriority,
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IWineD3DCubeTextureImpl_PreLoad,
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IWineD3DCubeTextureImpl_GetType,
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IWineD3DCubeTextureImpl_SetLOD,
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IWineD3DCubeTextureImpl_GetLOD,
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IWineD3DCubeTextureImpl_GetLevelCount,
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IWineD3DCubeTextureImpl_SetAutoGenFilterType,
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IWineD3DCubeTextureImpl_GetAutoGenFilterType,
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IWineD3DCubeTextureImpl_GenerateMipSubLevels,
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IWineD3DCubeTextureImpl_SetDirty,
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IWineD3DCubeTextureImpl_GetDirty,
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IWineD3DCubeTextureImpl_GetLevelDesc,
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IWineD3DCubeTextureImpl_GetCubeMapSurface,
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IWineD3DCubeTextureImpl_LockRect,
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IWineD3DCubeTextureImpl_UnlockRect,
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IWineD3DCubeTextureImpl_AddDirtyRect
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};
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