Sweden-Number/dlls/wined3d/volumetexture.c

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/*
* IWineD3DVolumeTexture 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
|| IsEqualGUID(riid, &IID_IWineD3DVolumeTexture)) {
IUnknown_AddRef(iface);
*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
return InterlockedIncrement(&This->resource.ref);
}
ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
ULONG ref;
int i;
TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
for (i = 0; i < This->baseTexture.levels; i++) {
if (This->volumes[i] != NULL) {
/* Since the volumes were created by callback, the texture is
* keeping the reference to the parent, so the texture should
* release it. */
IUnknown *volumeParent = NULL;
TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
/* Cleanup the container */
IWineD3DVolume_SetContainer(This->volumes[i], 0);
/* Now, release the parent, which will take care of cleaning up the volume for us */
IWineD3DVolume_GetParent(This->volumes[i], &volumeParent);
IUnknown_Release(volumeParent); /* Once for the reference GetParent added */
IUnknown_Release(volumeParent); /* Once for the reference we're keeping */
}
}
IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
IWineD3DVolumeTexture IWineD3DResource parts follow
**************************************************** */
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}
DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}
DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}
void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
/* Overrider the IWineD3DResource Preload method */
UINT i;
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) : About to load texture\n", This);
IWineD3DVolumeTexture_BindTexture(iface);
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ENTER_GL();
/* If were dirty then reload the volumes */
if(This->baseTexture.dirty != FALSE) {
for (i = 0; i < This->baseTexture.levels; i++) {
IWineD3DVolume_LoadTexture(This->volumes[i], i);
}
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/* No longer dirty */
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This->baseTexture.dirty = FALSE;
}
LEAVE_GL();
return ;
}
WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
****************************************************** */
DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
}
DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
}
DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
}
WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
}
void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
}
BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) : relay to BaseTexture\n", This);
return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_UnBindTexture(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) : relay to BaseTexture\n", This);
return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
}
UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p)\n", This);
return GL_TEXTURE_3D;
}
void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : nothing to do, passing to base texture\n", This);
IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
/* *******************************************
IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
******************************************* */
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
TRACE("(%p) Level (%d)\n", This, Level);
return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
} else {
FIXME("(%p) Level (%d)\n", This, Level);
}
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
*ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
} else {
FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return WINED3DERR_INVALIDCALL;
}
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
HRESULT hr;
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
hr = IWineD3DVolume_LockBox((IWineD3DVolume *)This->volumes[Level], pLockedVolume, pBox, Flags);
TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
} else {
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return WINED3DERR_INVALIDCALL;
}
return hr;
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
HRESULT hr;
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) This->volumes[Level]);
TRACE("(%p) -> level(%d) success(%lu)\n", This, Level, hr);
} else {
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return WINED3DERR_INVALIDCALL;
}
return hr;
}
HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
}
const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
{
/* IUnknown */
IWineD3DVolumeTextureImpl_QueryInterface,
IWineD3DVolumeTextureImpl_AddRef,
IWineD3DVolumeTextureImpl_Release,
/* resource */
IWineD3DVolumeTextureImpl_GetParent,
IWineD3DVolumeTextureImpl_GetDevice,
IWineD3DVolumeTextureImpl_SetPrivateData,
IWineD3DVolumeTextureImpl_GetPrivateData,
IWineD3DVolumeTextureImpl_FreePrivateData,
IWineD3DVolumeTextureImpl_SetPriority,
IWineD3DVolumeTextureImpl_GetPriority,
IWineD3DVolumeTextureImpl_PreLoad,
IWineD3DVolumeTextureImpl_GetType,
/* BaseTexture */
IWineD3DVolumeTextureImpl_SetLOD,
IWineD3DVolumeTextureImpl_GetLOD,
IWineD3DVolumeTextureImpl_GetLevelCount,
IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
IWineD3DVolumeTextureImpl_SetDirty,
IWineD3DVolumeTextureImpl_GetDirty,
/* not in d3d */
IWineD3DVolumeTextureImpl_BindTexture,
IWineD3DVolumeTextureImpl_UnBindTexture,
IWineD3DVolumeTextureImpl_GetTextureDimensions,
IWineD3DVolumeTextureImpl_ApplyStateChanges,
/* volume texture */
IWineD3DVolumeTextureImpl_GetLevelDesc,
IWineD3DVolumeTextureImpl_GetVolumeLevel,
IWineD3DVolumeTextureImpl_LockBox,
IWineD3DVolumeTextureImpl_UnlockBox,
IWineD3DVolumeTextureImpl_AddDirtyBox
};