📄 cubetexture.c
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/*
* 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++) {
IWineD3DSurfaceImpl_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);
}
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