wined3d: Introduce cubetexture_init() to handle most of the cube texture initialization.

Henri Verbeet hverbeet at codeweavers.com
Wed Jun 3 03:47:26 CDT 2009


---
 dlls/wined3d/cubetexture.c     |  275 +++++++++++++++++++++++++++++++---------
 dlls/wined3d/device.c          |  111 +----------------
 dlls/wined3d/wined3d_private.h |    4 +-
 3 files changed, 222 insertions(+), 168 deletions(-)

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 @@ static void cubetexture_cleanup(IWineD3DCubeTextureImpl *This, D3DCB_DESTROYSURF
     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 @@ static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *ifa
     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 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface
         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 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface
     }
 
     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 @@ typedef struct IWineD3DBaseTextureClass
     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 @@ typedef struct IWineD3DCubeTextureImpl
 
 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;
-- 
1.6.0.6



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