Sweden-Number/dlls/d3d8/texture.c

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/*
* Copyright 2005 Oliver Stieber
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*
* 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
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*/
#include "config.h"
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#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
static inline struct d3d8_texture *impl_from_IDirect3DTexture8(IDirect3DTexture8 *iface)
{
return CONTAINING_RECORD(iface, struct d3d8_texture, IDirect3DBaseTexture8_iface);
}
static inline struct d3d8_texture *impl_from_IDirect3DCubeTexture8(IDirect3DCubeTexture8 *iface)
{
return CONTAINING_RECORD(iface, struct d3d8_texture, IDirect3DBaseTexture8_iface);
}
static inline struct d3d8_texture *impl_from_IDirect3DVolumeTexture8(IDirect3DVolumeTexture8 *iface)
{
return CONTAINING_RECORD(iface, struct d3d8_texture, IDirect3DBaseTexture8_iface);
}
static HRESULT WINAPI d3d8_texture_2d_QueryInterface(IDirect3DTexture8 *iface, REFIID riid, void **out)
{
TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
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if (IsEqualGUID(riid, &IID_IDirect3DTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IDirect3DTexture8_AddRef(iface);
*out = iface;
return S_OK;
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}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*out = NULL;
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return E_NOINTERFACE;
}
static ULONG WINAPI d3d8_texture_2d_AddRef(IDirect3DTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
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ULONG ref = InterlockedIncrement(&texture->resource.refcount);
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TRACE("%p increasing refcount to %u.\n", iface, ref);
if (ref == 1)
{
struct d3d8_surface *surface;
IDirect3DDevice8_AddRef(texture->parent_device);
wined3d_mutex_lock();
LIST_FOR_EACH_ENTRY(surface, &texture->rtv_list, struct d3d8_surface, rtv_entry)
{
wined3d_rendertarget_view_incref(surface->wined3d_rtv);
}
wined3d_texture_incref(texture->wined3d_texture);
wined3d_mutex_unlock();
}
return ref;
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}
static ULONG WINAPI d3d8_texture_2d_Release(IDirect3DTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
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ULONG ref = InterlockedDecrement(&texture->resource.refcount);
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TRACE("%p decreasing refcount to %u.\n", iface, ref);
if (!ref)
{
IDirect3DDevice8 *parent_device = texture->parent_device;
struct d3d8_surface *surface;
wined3d_mutex_lock();
LIST_FOR_EACH_ENTRY(surface, &texture->rtv_list, struct d3d8_surface, rtv_entry)
{
wined3d_rendertarget_view_decref(surface->wined3d_rtv);
}
wined3d_texture_decref(texture->wined3d_texture);
wined3d_mutex_unlock();
/* Release the device last, as it may cause the device to be destroyed. */
IDirect3DDevice8_Release(parent_device);
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}
return ref;
}
static HRESULT WINAPI d3d8_texture_2d_GetDevice(IDirect3DTexture8 *iface, IDirect3DDevice8 **device)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
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TRACE("iface %p, device %p.\n", iface, device);
*device = texture->parent_device;
IDirect3DDevice8_AddRef(*device);
TRACE("Returning device %p.\n", *device);
return D3D_OK;
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}
static HRESULT WINAPI d3d8_texture_2d_SetPrivateData(IDirect3DTexture8 *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
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TRACE("iface %p, guid %s, data %p, data_size %u, flags %#x.\n",
iface, debugstr_guid(guid), data, data_size, flags);
return d3d8_resource_set_private_data(&texture->resource, guid, data, data_size, flags);
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}
static HRESULT WINAPI d3d8_texture_2d_GetPrivateData(IDirect3DTexture8 *iface,
REFGUID guid, void *data, DWORD *data_size)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
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TRACE("iface %p, guid %s, data %p, data_size %p.\n",
iface, debugstr_guid(guid), data, data_size);
return d3d8_resource_get_private_data(&texture->resource, guid, data, data_size);
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}
static HRESULT WINAPI d3d8_texture_2d_FreePrivateData(IDirect3DTexture8 *iface, REFGUID guid)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
TRACE("iface %p, guid %s.\n", iface, debugstr_guid(guid));
return d3d8_resource_free_private_data(&texture->resource, guid);
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}
static DWORD WINAPI d3d8_texture_2d_SetPriority(IDirect3DTexture8 *iface, DWORD priority)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
struct wined3d_resource *resource;
DWORD ret;
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TRACE("iface %p, priority %u.\n", iface, priority);
wined3d_mutex_lock();
resource = wined3d_texture_get_resource(texture->wined3d_texture);
ret = wined3d_resource_set_priority(resource, priority);
wined3d_mutex_unlock();
return ret;
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}
static DWORD WINAPI d3d8_texture_2d_GetPriority(IDirect3DTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
const struct wined3d_resource *resource;
DWORD ret;
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TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
resource = wined3d_texture_get_resource(texture->wined3d_texture);
ret = wined3d_resource_get_priority(resource);
wined3d_mutex_unlock();
return ret;
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}
static void WINAPI d3d8_texture_2d_PreLoad(IDirect3DTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
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TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_texture_preload(texture->wined3d_texture);
wined3d_mutex_unlock();
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}
static D3DRESOURCETYPE WINAPI d3d8_texture_2d_GetType(IDirect3DTexture8 *iface)
{
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TRACE("iface %p.\n", iface);
return D3DRTYPE_TEXTURE;
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}
static DWORD WINAPI d3d8_texture_2d_SetLOD(IDirect3DTexture8 *iface, DWORD lod)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
DWORD ret;
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TRACE("iface %p, lod %u.\n", iface, lod);
wined3d_mutex_lock();
ret = wined3d_texture_set_lod(texture->wined3d_texture, lod);
wined3d_mutex_unlock();
return ret;
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}
static DWORD WINAPI d3d8_texture_2d_GetLOD(IDirect3DTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
DWORD ret;
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TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
ret = wined3d_texture_get_lod(texture->wined3d_texture);
wined3d_mutex_unlock();
return ret;
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}
static DWORD WINAPI d3d8_texture_2d_GetLevelCount(IDirect3DTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
DWORD ret;
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TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
ret = wined3d_texture_get_level_count(texture->wined3d_texture);
wined3d_mutex_unlock();
return ret;
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}
static HRESULT WINAPI d3d8_texture_2d_GetLevelDesc(IDirect3DTexture8 *iface, UINT level, D3DSURFACE_DESC *desc)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
struct wined3d_sub_resource_desc wined3d_desc;
HRESULT hr;
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TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
wined3d_mutex_lock();
if (SUCCEEDED(hr = wined3d_texture_get_sub_resource_desc(texture->wined3d_texture, level, &wined3d_desc)))
{
desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format);
desc->Type = D3DRTYPE_SURFACE;
desc->Usage = wined3d_desc.usage & WINED3DUSAGE_MASK;
desc->Pool = wined3d_desc.pool;
desc->Size = wined3d_desc.size;
desc->MultiSampleType = wined3d_desc.multisample_type;
desc->Width = wined3d_desc.width;
desc->Height = wined3d_desc.height;
}
wined3d_mutex_unlock();
return hr;
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}
static HRESULT WINAPI d3d8_texture_2d_GetSurfaceLevel(IDirect3DTexture8 *iface,
UINT level, IDirect3DSurface8 **surface)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
struct d3d8_surface *surface_impl;
TRACE("iface %p, level %u, surface %p.\n", iface, level, surface);
wined3d_mutex_lock();
if (!(surface_impl = wined3d_texture_get_sub_resource_parent(texture->wined3d_texture, level)))
{
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
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}
*surface = &surface_impl->IDirect3DSurface8_iface;
IDirect3DSurface8_AddRef(*surface);
wined3d_mutex_unlock();
return D3D_OK;
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}
static HRESULT WINAPI d3d8_texture_2d_LockRect(IDirect3DTexture8 *iface, UINT level,
D3DLOCKED_RECT *locked_rect, const RECT *rect, DWORD flags)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
struct d3d8_surface *surface_impl;
HRESULT hr;
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TRACE("iface %p, level %u, locked_rect %p, rect %p, flags %#x.\n",
iface, level, locked_rect, rect, flags);
wined3d_mutex_lock();
if (!(surface_impl = wined3d_texture_get_sub_resource_parent(texture->wined3d_texture, level)))
hr = D3DERR_INVALIDCALL;
else
hr = IDirect3DSurface8_LockRect(&surface_impl->IDirect3DSurface8_iface, locked_rect, rect, flags);
wined3d_mutex_unlock();
return hr;
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}
static HRESULT WINAPI d3d8_texture_2d_UnlockRect(IDirect3DTexture8 *iface, UINT level)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
struct d3d8_surface *surface_impl;
HRESULT hr;
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TRACE("iface %p, level %u.\n", iface, level);
wined3d_mutex_lock();
if (!(surface_impl = wined3d_texture_get_sub_resource_parent(texture->wined3d_texture, level)))
hr = D3DERR_INVALIDCALL;
else
hr = IDirect3DSurface8_UnlockRect(&surface_impl->IDirect3DSurface8_iface);
wined3d_mutex_unlock();
return hr;
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}
static HRESULT WINAPI d3d8_texture_2d_AddDirtyRect(IDirect3DTexture8 *iface, const RECT *dirty_rect)
{
struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);
HRESULT hr;
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TRACE("iface %p, dirty_rect %s.\n",
iface, wine_dbgstr_rect(dirty_rect));
wined3d_mutex_lock();
if (!dirty_rect)
hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, 0, NULL);
else
{
struct wined3d_box dirty_region;
dirty_region.left = dirty_rect->left;
dirty_region.top = dirty_rect->top;
dirty_region.right = dirty_rect->right;
dirty_region.bottom = dirty_rect->bottom;
dirty_region.front = 0;
dirty_region.back = 1;
hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, 0, &dirty_region);
}
wined3d_mutex_unlock();
return hr;
}
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static const IDirect3DTexture8Vtbl Direct3DTexture8_Vtbl =
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{
/* IUnknown */
d3d8_texture_2d_QueryInterface,
d3d8_texture_2d_AddRef,
d3d8_texture_2d_Release,
/* IDirect3DResource8 */
d3d8_texture_2d_GetDevice,
d3d8_texture_2d_SetPrivateData,
d3d8_texture_2d_GetPrivateData,
d3d8_texture_2d_FreePrivateData,
d3d8_texture_2d_SetPriority,
d3d8_texture_2d_GetPriority,
d3d8_texture_2d_PreLoad,
d3d8_texture_2d_GetType,
/* IDirect3dBaseTexture8 */
d3d8_texture_2d_SetLOD,
d3d8_texture_2d_GetLOD,
d3d8_texture_2d_GetLevelCount,
/* IDirect3DTexture8 */
d3d8_texture_2d_GetLevelDesc,
d3d8_texture_2d_GetSurfaceLevel,
d3d8_texture_2d_LockRect,
d3d8_texture_2d_UnlockRect,
d3d8_texture_2d_AddDirtyRect,
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};
static HRESULT WINAPI d3d8_texture_cube_QueryInterface(IDirect3DCubeTexture8 *iface, REFIID riid, void **out)
{
TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
if (IsEqualGUID(riid, &IID_IDirect3DCubeTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IDirect3DCubeTexture8_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI d3d8_texture_cube_AddRef(IDirect3DCubeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
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ULONG ref = InterlockedIncrement(&texture->resource.refcount);
TRACE("%p increasing refcount to %u.\n", iface, ref);
if (ref == 1)
{
struct d3d8_surface *surface;
IDirect3DDevice8_AddRef(texture->parent_device);
wined3d_mutex_lock();
LIST_FOR_EACH_ENTRY(surface, &texture->rtv_list, struct d3d8_surface, rtv_entry)
{
wined3d_rendertarget_view_incref(surface->wined3d_rtv);
}
wined3d_texture_incref(texture->wined3d_texture);
wined3d_mutex_unlock();
}
return ref;
}
static ULONG WINAPI d3d8_texture_cube_Release(IDirect3DCubeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
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ULONG ref = InterlockedDecrement(&texture->resource.refcount);
TRACE("%p decreasing refcount to %u.\n", iface, ref);
if (!ref)
{
IDirect3DDevice8 *parent_device = texture->parent_device;
struct d3d8_surface *surface;
TRACE("Releasing child %p.\n", texture->wined3d_texture);
wined3d_mutex_lock();
LIST_FOR_EACH_ENTRY(surface, &texture->rtv_list, struct d3d8_surface, rtv_entry)
{
wined3d_rendertarget_view_decref(surface->wined3d_rtv);
}
wined3d_texture_decref(texture->wined3d_texture);
wined3d_mutex_unlock();
/* Release the device last, as it may cause the device to be destroyed. */
IDirect3DDevice8_Release(parent_device);
}
return ref;
}
static HRESULT WINAPI d3d8_texture_cube_GetDevice(IDirect3DCubeTexture8 *iface, IDirect3DDevice8 **device)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
TRACE("iface %p, device %p.\n", iface, device);
*device = texture->parent_device;
IDirect3DDevice8_AddRef(*device);
TRACE("Returning device %p.\n", *device);
return D3D_OK;
}
static HRESULT WINAPI d3d8_texture_cube_SetPrivateData(IDirect3DCubeTexture8 *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
TRACE("iface %p, guid %s, data %p, data_size %u, flags %#x.\n",
iface, debugstr_guid(guid), data, data_size, flags);
return d3d8_resource_set_private_data(&texture->resource, guid, data, data_size, flags);
}
static HRESULT WINAPI d3d8_texture_cube_GetPrivateData(IDirect3DCubeTexture8 *iface,
REFGUID guid, void *data, DWORD *data_size)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
TRACE("iface %p, guid %s, data %p, data_size %p.\n",
iface, debugstr_guid(guid), data, data_size);
return d3d8_resource_get_private_data(&texture->resource, guid, data, data_size);
}
static HRESULT WINAPI d3d8_texture_cube_FreePrivateData(IDirect3DCubeTexture8 *iface, REFGUID guid)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
TRACE("iface %p, guid %s.\n", iface, debugstr_guid(guid));
return d3d8_resource_free_private_data(&texture->resource, guid);
}
static DWORD WINAPI d3d8_texture_cube_SetPriority(IDirect3DCubeTexture8 *iface, DWORD priority)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
struct wined3d_resource *resource;
DWORD ret;
TRACE("iface %p, priority %u.\n", iface, priority);
wined3d_mutex_lock();
resource = wined3d_texture_get_resource(texture->wined3d_texture);
ret = wined3d_resource_set_priority(resource, priority);
wined3d_mutex_unlock();
return ret;
}
static DWORD WINAPI d3d8_texture_cube_GetPriority(IDirect3DCubeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
const struct wined3d_resource *resource;
DWORD ret;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
resource = wined3d_texture_get_resource(texture->wined3d_texture);
ret = wined3d_resource_get_priority(resource);
wined3d_mutex_unlock();
return ret;
}
static void WINAPI d3d8_texture_cube_PreLoad(IDirect3DCubeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_texture_preload(texture->wined3d_texture);
wined3d_mutex_unlock();
}
static D3DRESOURCETYPE WINAPI d3d8_texture_cube_GetType(IDirect3DCubeTexture8 *iface)
{
TRACE("iface %p.\n", iface);
return D3DRTYPE_CUBETEXTURE;
}
static DWORD WINAPI d3d8_texture_cube_SetLOD(IDirect3DCubeTexture8 *iface, DWORD lod)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
DWORD ret;
TRACE("iface %p, lod %u.\n", iface, lod);
wined3d_mutex_lock();
ret = wined3d_texture_set_lod(texture->wined3d_texture, lod);
wined3d_mutex_unlock();
return ret;
}
static DWORD WINAPI d3d8_texture_cube_GetLOD(IDirect3DCubeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
DWORD ret;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
ret = wined3d_texture_get_lod(texture->wined3d_texture);
wined3d_mutex_unlock();
return ret;
}
static DWORD WINAPI d3d8_texture_cube_GetLevelCount(IDirect3DCubeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
DWORD ret;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
ret = wined3d_texture_get_level_count(texture->wined3d_texture);
wined3d_mutex_unlock();
return ret;
}
static HRESULT WINAPI d3d8_texture_cube_GetLevelDesc(IDirect3DCubeTexture8 *iface, UINT level, D3DSURFACE_DESC *desc)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
struct wined3d_sub_resource_desc wined3d_desc;
HRESULT hr;
TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
wined3d_mutex_lock();
if (level >= wined3d_texture_get_level_count(texture->wined3d_texture))
{
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
if (SUCCEEDED(hr = wined3d_texture_get_sub_resource_desc(texture->wined3d_texture, level, &wined3d_desc)))
{
desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format);
desc->Type = D3DRTYPE_SURFACE;
desc->Usage = wined3d_desc.usage & WINED3DUSAGE_MASK;
desc->Pool = wined3d_desc.pool;
desc->Size = wined3d_desc.size;
desc->MultiSampleType = wined3d_desc.multisample_type;
desc->Width = wined3d_desc.width;
desc->Height = wined3d_desc.height;
}
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_texture_cube_GetCubeMapSurface(IDirect3DCubeTexture8 *iface,
D3DCUBEMAP_FACES face, UINT level, IDirect3DSurface8 **surface)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
struct d3d8_surface *surface_impl;
UINT sub_resource_idx;
DWORD level_count;
TRACE("iface %p, face %#x, level %u, surface %p.\n", iface, face, level, surface);
wined3d_mutex_lock();
level_count = wined3d_texture_get_level_count(texture->wined3d_texture);
if (level >= level_count)
{
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
sub_resource_idx = level_count * face + level;
if (!(surface_impl = wined3d_texture_get_sub_resource_parent(texture->wined3d_texture, sub_resource_idx)))
{
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
*surface = &surface_impl->IDirect3DSurface8_iface;
IDirect3DSurface8_AddRef(*surface);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_texture_cube_LockRect(IDirect3DCubeTexture8 *iface,
D3DCUBEMAP_FACES face, UINT level, D3DLOCKED_RECT *locked_rect, const RECT *rect,
DWORD flags)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
struct d3d8_surface *surface_impl;
UINT sub_resource_idx;
HRESULT hr;
TRACE("iface %p, face %#x, level %u, locked_rect %p, rect %p, flags %#x.\n",
iface, face, level, locked_rect, rect, flags);
wined3d_mutex_lock();
sub_resource_idx = wined3d_texture_get_level_count(texture->wined3d_texture) * face + level;
if (!(surface_impl = wined3d_texture_get_sub_resource_parent(texture->wined3d_texture, sub_resource_idx)))
hr = D3DERR_INVALIDCALL;
else
hr = IDirect3DSurface8_LockRect(&surface_impl->IDirect3DSurface8_iface, locked_rect, rect, flags);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_texture_cube_UnlockRect(IDirect3DCubeTexture8 *iface,
D3DCUBEMAP_FACES face, UINT level)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
struct d3d8_surface *surface_impl;
UINT sub_resource_idx;
HRESULT hr;
TRACE("iface %p, face %#x, level %u.\n", iface, face, level);
wined3d_mutex_lock();
sub_resource_idx = wined3d_texture_get_level_count(texture->wined3d_texture) * face + level;
if (!(surface_impl = wined3d_texture_get_sub_resource_parent(texture->wined3d_texture, sub_resource_idx)))
hr = D3DERR_INVALIDCALL;
else
hr = IDirect3DSurface8_UnlockRect(&surface_impl->IDirect3DSurface8_iface);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_texture_cube_AddDirtyRect(IDirect3DCubeTexture8 *iface,
D3DCUBEMAP_FACES face, const RECT *dirty_rect)
{
struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface);
HRESULT hr;
TRACE("iface %p, face %#x, dirty_rect %s.\n",
iface, face, wine_dbgstr_rect(dirty_rect));
wined3d_mutex_lock();
if (!dirty_rect)
hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, face, NULL);
else
{
struct wined3d_box dirty_region;
dirty_region.left = dirty_rect->left;
dirty_region.top = dirty_rect->top;
dirty_region.right = dirty_rect->right;
dirty_region.bottom = dirty_rect->bottom;
dirty_region.front = 0;
dirty_region.back = 1;
hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, face, &dirty_region);
}
wined3d_mutex_unlock();
return hr;
}
static const IDirect3DCubeTexture8Vtbl Direct3DCubeTexture8_Vtbl =
{
/* IUnknown */
d3d8_texture_cube_QueryInterface,
d3d8_texture_cube_AddRef,
d3d8_texture_cube_Release,
/* IDirect3DResource8 */
d3d8_texture_cube_GetDevice,
d3d8_texture_cube_SetPrivateData,
d3d8_texture_cube_GetPrivateData,
d3d8_texture_cube_FreePrivateData,
d3d8_texture_cube_SetPriority,
d3d8_texture_cube_GetPriority,
d3d8_texture_cube_PreLoad,
d3d8_texture_cube_GetType,
/* IDirect3DBaseTexture8 */
d3d8_texture_cube_SetLOD,
d3d8_texture_cube_GetLOD,
d3d8_texture_cube_GetLevelCount,
/* IDirect3DCubeTexture8 */
d3d8_texture_cube_GetLevelDesc,
d3d8_texture_cube_GetCubeMapSurface,
d3d8_texture_cube_LockRect,
d3d8_texture_cube_UnlockRect,
d3d8_texture_cube_AddDirtyRect,
};
static HRESULT WINAPI d3d8_texture_3d_QueryInterface(IDirect3DVolumeTexture8 *iface, REFIID riid, void **out)
{
TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
if (IsEqualGUID(riid, &IID_IDirect3DVolumeTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IDirect3DVolumeTexture8_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI d3d8_texture_3d_AddRef(IDirect3DVolumeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
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ULONG ref = InterlockedIncrement(&texture->resource.refcount);
TRACE("%p increasing refcount to %u.\n", iface, ref);
if (ref == 1)
{
IDirect3DDevice8_AddRef(texture->parent_device);
wined3d_mutex_lock();
wined3d_texture_incref(texture->wined3d_texture);
wined3d_mutex_unlock();
}
return ref;
}
static ULONG WINAPI d3d8_texture_3d_Release(IDirect3DVolumeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
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ULONG ref = InterlockedDecrement(&texture->resource.refcount);
TRACE("%p decreasing refcount to %u.\n", iface, ref);
if (!ref)
{
IDirect3DDevice8 *parent_device = texture->parent_device;
wined3d_mutex_lock();
wined3d_texture_decref(texture->wined3d_texture);
wined3d_mutex_unlock();
/* Release the device last, as it may cause the device to be destroyed. */
IDirect3DDevice8_Release(parent_device);
}
return ref;
}
static HRESULT WINAPI d3d8_texture_3d_GetDevice(IDirect3DVolumeTexture8 *iface, IDirect3DDevice8 **device)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
TRACE("iface %p, device %p.\n", iface, device);
*device = texture->parent_device;
IDirect3DDevice8_AddRef(*device);
TRACE("Returning device %p.\n", *device);
return D3D_OK;
}
static HRESULT WINAPI d3d8_texture_3d_SetPrivateData(IDirect3DVolumeTexture8 *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
TRACE("iface %p, guid %s, data %p, data_size %u, flags %#x.\n",
iface, debugstr_guid(guid), data, data_size, flags);
return d3d8_resource_set_private_data(&texture->resource, guid, data, data_size, flags);
}
static HRESULT WINAPI d3d8_texture_3d_GetPrivateData(IDirect3DVolumeTexture8 *iface,
REFGUID guid, void *data, DWORD *data_size)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
TRACE("iface %p, guid %s, data %p, data_size %p.\n",
iface, debugstr_guid(guid), data, data_size);
return d3d8_resource_get_private_data(&texture->resource, guid, data, data_size);
}
static HRESULT WINAPI d3d8_texture_3d_FreePrivateData(IDirect3DVolumeTexture8 *iface, REFGUID guid)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
TRACE("iface %p, guid %s.\n", iface, debugstr_guid(guid));
return d3d8_resource_free_private_data(&texture->resource, guid);
}
static DWORD WINAPI d3d8_texture_3d_SetPriority(IDirect3DVolumeTexture8 *iface, DWORD priority)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
struct wined3d_resource *resource;
DWORD ret;
TRACE("iface %p, priority %u.\n", iface, priority);
wined3d_mutex_lock();
resource = wined3d_texture_get_resource(texture->wined3d_texture);
ret = wined3d_resource_set_priority(resource, priority);
wined3d_mutex_unlock();
return ret;
}
static DWORD WINAPI d3d8_texture_3d_GetPriority(IDirect3DVolumeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
const struct wined3d_resource *resource;
DWORD ret;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
resource = wined3d_texture_get_resource(texture->wined3d_texture);
ret = wined3d_resource_get_priority(resource);
wined3d_mutex_unlock();
return ret;
}
static void WINAPI d3d8_texture_3d_PreLoad(IDirect3DVolumeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_texture_preload(texture->wined3d_texture);
wined3d_mutex_unlock();
}
static D3DRESOURCETYPE WINAPI d3d8_texture_3d_GetType(IDirect3DVolumeTexture8 *iface)
{
TRACE("iface %p.\n", iface);
return D3DRTYPE_VOLUMETEXTURE;
}
static DWORD WINAPI d3d8_texture_3d_SetLOD(IDirect3DVolumeTexture8 *iface, DWORD lod)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
DWORD ret;
TRACE("iface %p, lod %u.\n", iface, lod);
wined3d_mutex_lock();
ret = wined3d_texture_set_lod(texture->wined3d_texture, lod);
wined3d_mutex_unlock();
return ret;
}
static DWORD WINAPI d3d8_texture_3d_GetLOD(IDirect3DVolumeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
DWORD ret;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
ret = wined3d_texture_get_lod(texture->wined3d_texture);
wined3d_mutex_unlock();
return ret;
}
static DWORD WINAPI d3d8_texture_3d_GetLevelCount(IDirect3DVolumeTexture8 *iface)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
DWORD ret;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
ret = wined3d_texture_get_level_count(texture->wined3d_texture);
wined3d_mutex_unlock();
return ret;
}
static HRESULT WINAPI d3d8_texture_3d_GetLevelDesc(IDirect3DVolumeTexture8 *iface, UINT level, D3DVOLUME_DESC *desc)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
struct wined3d_sub_resource_desc wined3d_desc;
HRESULT hr;
TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
wined3d_mutex_lock();
if (SUCCEEDED(hr = wined3d_texture_get_sub_resource_desc(texture->wined3d_texture, level, &wined3d_desc)))
{
desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format);
desc->Type = D3DRTYPE_VOLUME;
desc->Usage = wined3d_desc.usage & WINED3DUSAGE_MASK;
desc->Pool = wined3d_desc.pool;
desc->Size = wined3d_desc.size;
desc->Width = wined3d_desc.width;
desc->Height = wined3d_desc.height;
desc->Depth = wined3d_desc.depth;
}
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_texture_3d_GetVolumeLevel(IDirect3DVolumeTexture8 *iface,
UINT level, IDirect3DVolume8 **volume)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
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struct d3d8_volume *volume_impl;
TRACE("iface %p, level %u, volume %p.\n", iface, level, volume);
wined3d_mutex_lock();
if (!(volume_impl = wined3d_texture_get_sub_resource_parent(texture->wined3d_texture, level)))
{
wined3d_mutex_unlock();
return D3DERR_INVALIDCALL;
}
*volume = &volume_impl->IDirect3DVolume8_iface;
IDirect3DVolume8_AddRef(*volume);
wined3d_mutex_unlock();
return D3D_OK;
}
static HRESULT WINAPI d3d8_texture_3d_LockBox(IDirect3DVolumeTexture8 *iface,
UINT level, D3DLOCKED_BOX *locked_box, const D3DBOX *box, DWORD flags)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
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struct d3d8_volume *volume_impl;
HRESULT hr;
TRACE("iface %p, level %u, locked_box %p, box %p, flags %#x.\n",
iface, level, locked_box, box, flags);
wined3d_mutex_lock();
if (!(volume_impl = wined3d_texture_get_sub_resource_parent(texture->wined3d_texture, level)))
hr = D3DERR_INVALIDCALL;
else
hr = IDirect3DVolume8_LockBox(&volume_impl->IDirect3DVolume8_iface, locked_box, box, flags);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_texture_3d_UnlockBox(IDirect3DVolumeTexture8 *iface, UINT level)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
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struct d3d8_volume *volume_impl;
HRESULT hr;
TRACE("iface %p, level %u.\n", iface, level);
wined3d_mutex_lock();
if (!(volume_impl = wined3d_texture_get_sub_resource_parent(texture->wined3d_texture, level)))
hr = D3DERR_INVALIDCALL;
else
hr = IDirect3DVolume8_UnlockBox(&volume_impl->IDirect3DVolume8_iface);
wined3d_mutex_unlock();
return hr;
}
static HRESULT WINAPI d3d8_texture_3d_AddDirtyBox(IDirect3DVolumeTexture8 *iface, const D3DBOX *dirty_box)
{
struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
HRESULT hr;
TRACE("iface %p, dirty_box %p.\n", iface, dirty_box);
wined3d_mutex_lock();
hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, 0, (const struct wined3d_box *)dirty_box);
wined3d_mutex_unlock();
return hr;
}
static const IDirect3DVolumeTexture8Vtbl Direct3DVolumeTexture8_Vtbl =
{
/* IUnknown */
d3d8_texture_3d_QueryInterface,
d3d8_texture_3d_AddRef,
d3d8_texture_3d_Release,
/* IDirect3DResource8 */
d3d8_texture_3d_GetDevice,
d3d8_texture_3d_SetPrivateData,
d3d8_texture_3d_GetPrivateData,
d3d8_texture_3d_FreePrivateData,
d3d8_texture_3d_SetPriority,
d3d8_texture_3d_GetPriority,
d3d8_texture_3d_PreLoad,
d3d8_texture_3d_GetType,
/* IDirect3DBaseTexture8 */
d3d8_texture_3d_SetLOD,
d3d8_texture_3d_GetLOD,
d3d8_texture_3d_GetLevelCount,
/* IDirect3DVolumeTexture8 */
d3d8_texture_3d_GetLevelDesc,
d3d8_texture_3d_GetVolumeLevel,
d3d8_texture_3d_LockBox,
d3d8_texture_3d_UnlockBox,
d3d8_texture_3d_AddDirtyBox
};
struct d3d8_texture *unsafe_impl_from_IDirect3DBaseTexture8(IDirect3DBaseTexture8 *iface)
{
if (!iface)
return NULL;
/* SetTexture() in particular doesn't do a lot of validation on the pointer
* that gets passed in, and passing an invalid pointer works as long as the
* application doesn't try to actually render anything with it, so we print
* a WARN and return NULL instead of having the usual assert() here.
* One application affected by this is Fishdom 2. */
if (iface->lpVtbl != (const IDirect3DBaseTexture8Vtbl *)&Direct3DTexture8_Vtbl
&& iface->lpVtbl != (const IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl
&& iface->lpVtbl != (const IDirect3DBaseTexture8Vtbl *)&Direct3DVolumeTexture8_Vtbl)
{
WARN("%p is not a valid IDirect3DBaseTexture8 interface.\n", iface);
return NULL;
}
return CONTAINING_RECORD(iface, struct d3d8_texture, IDirect3DBaseTexture8_iface);
}
static void STDMETHODCALLTYPE d3d8_texture_wined3d_object_destroyed(void *parent)
{
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struct d3d8_texture *texture = parent;
d3d8_resource_cleanup(&texture->resource);
HeapFree(GetProcessHeap(), 0, texture);
}
static const struct wined3d_parent_ops d3d8_texture_wined3d_parent_ops =
{
d3d8_texture_wined3d_object_destroyed,
};
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HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device,
UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
struct wined3d_resource_desc desc;
DWORD flags = 0;
HRESULT hr;
texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DTexture8_Vtbl;
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d3d8_resource_init(&texture->resource);
list_init(&texture->rtv_list);
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = wined3dformat_from_d3dformat(format);
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = usage & WINED3DUSAGE_MASK;
desc.usage |= WINED3DUSAGE_TEXTURE;
desc.pool = pool;
desc.width = width;
desc.height = height;
desc.depth = 1;
desc.size = 0;
if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
flags |= WINED3D_TEXTURE_CREATE_MAPPABLE;
if (!levels)
levels = wined3d_log2i(max(width, height)) + 1;
wined3d_mutex_lock();
hr = wined3d_texture_create(device->wined3d_device, &desc, 1, levels, flags,
NULL, texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
wined3d_mutex_unlock();
if (FAILED(hr))
{
WARN("Failed to create wined3d texture, hr %#x.\n", hr);
return hr;
}
texture->parent_device = &device->IDirect3DDevice8_iface;
IDirect3DDevice8_AddRef(texture->parent_device);
return D3D_OK;
}
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HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
struct wined3d_resource_desc desc;
DWORD flags = 0;
HRESULT hr;
texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl;
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d3d8_resource_init(&texture->resource);
list_init(&texture->rtv_list);
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = wined3dformat_from_d3dformat(format);
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = usage & WINED3DUSAGE_MASK;
desc.usage |= WINED3DUSAGE_LEGACY_CUBEMAP | WINED3DUSAGE_TEXTURE;
desc.pool = pool;
desc.width = edge_length;
desc.height = edge_length;
desc.depth = 1;
desc.size = 0;
if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
flags |= WINED3D_TEXTURE_CREATE_MAPPABLE;
if (!levels)
levels = wined3d_log2i(edge_length) + 1;
wined3d_mutex_lock();
hr = wined3d_texture_create(device->wined3d_device, &desc, 6, levels, flags,
NULL, texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
wined3d_mutex_unlock();
if (FAILED(hr))
{
WARN("Failed to create wined3d cube texture, hr %#x.\n", hr);
return hr;
}
texture->parent_device = &device->IDirect3DDevice8_iface;
IDirect3DDevice8_AddRef(texture->parent_device);
return D3D_OK;
}
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HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *device,
UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
struct wined3d_resource_desc desc;
HRESULT hr;
texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DVolumeTexture8_Vtbl;
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d3d8_resource_init(&texture->resource);
list_init(&texture->rtv_list);
desc.resource_type = WINED3D_RTYPE_TEXTURE_3D;
desc.format = wined3dformat_from_d3dformat(format);
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = usage & WINED3DUSAGE_MASK;
desc.usage |= WINED3DUSAGE_TEXTURE;
desc.pool = pool;
desc.width = width;
desc.height = height;
desc.depth = depth;
desc.size = 0;
if (!levels)
levels = wined3d_log2i(max(max(width, height), depth)) + 1;
wined3d_mutex_lock();
hr = wined3d_texture_create(device->wined3d_device, &desc, 1, levels, 0,
NULL, texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
wined3d_mutex_unlock();
if (FAILED(hr))
{
WARN("Failed to create wined3d volume texture, hr %#x.\n", hr);
return hr;
}
texture->parent_device = &device->IDirect3DDevice8_iface;
IDirect3DDevice8_AddRef(texture->parent_device);
return D3D_OK;
}