wined3d: Introduce volumetexture_init() to handle most of the volume texture initialization.

This commit is contained in:
Henri Verbeet 2009-06-03 10:47:26 +02:00 committed by Alexandre Julliard
parent 9e69b86a03
commit 97f320a77b
3 changed files with 167 additions and 129 deletions

View File

@ -1121,47 +1121,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
WINED3DPOOL Pool, IWineD3DVolumeTexture **ppVolumeTexture, IUnknown *parent)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapter->gl_info);
IWineD3DVolumeTextureImpl *object;
unsigned int i;
UINT tmpW;
UINT tmpH;
UINT tmpD;
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", This);
return WINED3DERR_INVALIDCALL;
}
if(!GL_SUPPORT(EXT_TEXTURE3D)) {
WARN("(%p) : Texture cannot be created - no volume texture support\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(max(max(Width, Height), Depth)) + 1;
TRACE("Calculated levels = %d\n", Levels);
}
TRACE("(%p) : W(%u) H(%u) D(%u), Lvl(%u) Usage(%#x), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
@ -1172,66 +1136,18 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
}
object->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
hr = basetexture_init((IWineD3DBaseTextureImpl *)object, Levels,
WINED3DRTYPE_VOLUMETEXTURE, This, 0, Usage, format_desc, Pool, parent);
hr = volumetexture_init(object, Width, Height, Depth, Levels, This, Usage, Format, Pool, parent);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x\n", hr);
WARN("Failed to initialize volumetexture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*ppVolumeTexture = NULL;
return hr;
}
TRACE("(%p) : Created basetexture %p\n", This, object);
TRACE("(%p) : Created volume texture %p.\n", This, object);
*ppVolumeTexture = (IWineD3DVolumeTexture *)object;
TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
/* Is NP2 support for volumes needed? */
object->baseTexture.pow2Matrix[ 0] = 1.0;
object->baseTexture.pow2Matrix[ 5] = 1.0;
object->baseTexture.pow2Matrix[10] = 1.0;
object->baseTexture.pow2Matrix[15] = 1.0;
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 = Width;
tmpH = Height;
tmpD = Depth;
for (i = 0; i < object->baseTexture.levels; i++)
{
HRESULT hr;
/* Create the volume */
hr = IWineD3DDeviceParent_CreateVolume(This->device_parent, parent,
tmpW, tmpH, tmpD, Format, Pool, Usage, &object->volumes[i]);
if(FAILED(hr)) {
ERR("Creating a volume for the volume texture failed(%08x)\n", hr);
IWineD3DVolumeTexture_Release((IWineD3DVolumeTexture *) object);
*ppVolumeTexture = NULL;
return hr;
}
/* Set its container to this object */
IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
/* calculate the next mipmap level */
tmpW = max(1, tmpW >> 1);
tmpH = max(1, tmpH >> 1);
tmpD = max(1, tmpD >> 1);
}
object->baseTexture.internal_preload = volumetexture_internal_preload;
*ppVolumeTexture = (IWineD3DVolumeTexture *) object;
TRACE("(%p) : Created volume texture %p\n", This, object);
return WINED3D_OK;
}

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@ -24,7 +24,57 @@
#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 volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
{
/* Override the IWineD3DResource Preload method. */
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
BOOL srgb_mode = This->baseTexture.is_srgb;
BOOL srgb_was_toggled = FALSE;
unsigned int i;
TRACE("(%p) : About to load texture.\n", This);
if (!device->isInDraw)
{
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;
}
/* If the texture is marked dirty or the srgb sampler setting has changed
* since the last load then reload the volumes. */
if (This->baseTexture.dirty)
{
for (i = 0; i < This->baseTexture.levels; ++i)
{
IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
}
}
else if (srgb_was_toggled)
{
for (i = 0; i < This->baseTexture.levels; ++i)
{
volume_add_dirty_box(This->volumes[i], NULL);
IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
}
}
else
{
TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
}
/* No longer dirty */
This->baseTexture.dirty = FALSE;
}
static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This, D3DCB_DESTROYVOLUMEFN volume_destroy_cb)
{
@ -46,9 +96,116 @@ static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This, D3DCB_DESTROY
basetexture_cleanup((IWineD3DBaseTexture *)This);
}
HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, 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 tmp_w, tmp_h, tmp_d;
unsigned int i;
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(EXT_TEXTURE3D))
{
WARN("(%p) : Texture cannot be created - no volume texture support.\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(max(max(width, height), depth)) + 1;
TRACE("Calculated levels = %u.\n", levels);
}
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
WINED3DRTYPE_VOLUMETEXTURE, 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;
}
/* Is NP2 support for volumes needed? */
texture->baseTexture.pow2Matrix[0] = 1.0;
texture->baseTexture.pow2Matrix[5] = 1.0;
texture->baseTexture.pow2Matrix[10] = 1.0;
texture->baseTexture.pow2Matrix[15] = 1.0;
/* Generate all the surfaces. */
tmp_w = width;
tmp_h = height;
tmp_d = depth;
for (i = 0; i < texture->baseTexture.levels; ++i)
{
/* Create the volume. */
hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
tmp_w, tmp_h, tmp_d, format, pool, usage, &texture->volumes[i]);
if (FAILED(hr))
{
ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
texture->volumes[i] = NULL;
volumetexture_cleanup(texture, D3DCB_DefaultDestroyVolume);
return hr;
}
/* Set its container to this texture. */
IWineD3DVolume_SetContainer(texture->volumes[i], (IWineD3DBase *)texture);
/* Calculate the next mipmap level. */
tmp_w = max(1, tmp_w >> 1);
tmp_h = max(1, tmp_h >> 1);
tmp_d = max(1, tmp_d >> 1);
}
texture->baseTexture.internal_preload = volumetexture_internal_preload;
return WINED3D_OK;
}
#undef GLINFO_LOCATION
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
@ -110,43 +267,6 @@ static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture
return resource_get_priority((IWineD3DResource *)iface);
}
void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
/* Overrider the IWineD3DResource Preload method */
unsigned int i;
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL srgb_mode = This->baseTexture.is_srgb;
BOOL srgb_was_toggled = FALSE;
TRACE("(%p) : About to load texture\n", This);
if(!device->isInDraw) {
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;
}
/* 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++)
IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
} else if (srgb_was_toggled) {
for (i = 0; i < This->baseTexture.levels; i++) {
volume_add_dirty_box(This->volumes[i], NULL);
IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
}
} else {
TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
}
/* No longer dirty */
This->baseTexture.dirty = FALSE;
return ;
}
static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
volumetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}

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@ -1712,7 +1712,6 @@ typedef struct IWineD3DBaseTextureClass
void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
} IWineD3DBaseTextureClass;
void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
typedef struct IWineD3DBaseTextureImpl
@ -1833,6 +1832,9 @@ typedef struct IWineD3DVolumeTextureImpl
extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
typedef struct _WINED3DSURFACET_DESC
{
WINED3DMULTISAMPLE_TYPE MultiSampleType;