/* * 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); #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 struct 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, NULL, 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) { unsigned int i; TRACE("(%p) : Cleaning up.\n", This); for (i = 0; i < This->baseTexture.levels; ++i) { IWineD3DVolume *volume = This->volumes[i]; if (volume) { /* Cleanup the container. */ IWineD3DVolume_SetContainer(volume, NULL); volume_destroy_cb(volume); } } 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 struct 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] = 1.0f; texture->baseTexture.pow2Matrix[5] = 1.0f; texture->baseTexture.pow2Matrix[10] = 1.0f; texture->baseTexture.pow2Matrix[15] = 1.0f; /* 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; 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_IWineD3DVolumeTexture)) { IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref); return InterlockedIncrement(&This->resource.ref); } static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %d\n", This, This->resource.ref); ref = InterlockedDecrement(&This->resource.ref); if (ref == 0) { IWineD3DVolumeTexture_Destroy(iface, D3DCB_DefaultDestroyVolume); } return ref; } /* **************************************************** IWineD3DVolumeTexture IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) { return resource_get_device((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) { return resource_free_private_data((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) { return resource_set_priority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) { return resource_get_priority((IWineD3DResource *)iface); } static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) { volumetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY); } static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface) { unsigned int i; IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; TRACE("(%p)\n", This); /* Unload all the surfaces and reset the texture name. If UnLoad was called on the * surface before, this one will be a NOP and vice versa. Unloading an unloaded * surface is fine */ for (i = 0; i < This->baseTexture.levels; i++) { IWineD3DVolume_UnLoad(This->volumes[i]); } basetexture_unload((IWineD3DBaseTexture *)iface); } static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) { return resource_get_type((IWineD3DResource *)iface); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) { return resource_get_parent((IWineD3DResource *)iface, pParent); } /* ****************************************************** IWineD3DVolumeTexture IWineD3DBaseTexture parts follow ****************************************************** */ static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) { return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew); } static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) { return basetexture_get_lod((IWineD3DBaseTexture *)iface); } static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) { return basetexture_get_level_count((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType); } static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) { return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface); } static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) { basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface); } /* Internal function, No d3d mapping */ static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) { return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty); } static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) { return basetexture_get_dirty((IWineD3DBaseTexture *)iface); } /* Context activation is done by the caller. */ static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface, BOOL srgb) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; BOOL dummy; TRACE("(%p) : relay to BaseTexture\n", This); return basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &dummy); } static UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; TRACE("(%p)\n", This); return GL_TEXTURE_3D; } static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; TRACE("(%p)\n", This); return FALSE; } /* ******************************************* IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow ******************************************* */ static void WINAPI IWineD3DVolumeTextureImpl_Destroy(IWineD3DVolumeTexture *iface, D3DCB_DESTROYVOLUMEFN D3DCB_DestroyVolume) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; volumetexture_cleanup(This, D3DCB_DestroyVolume); HeapFree(GetProcessHeap(), 0, This); } static 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(This->volumes[Level], pDesc); } else { WARN("(%p) Level (%d)\n", This, Level); } return WINED3D_OK; } static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; if (Level < This->baseTexture.levels) { *ppVolumeLevel = This->volumes[Level]; IWineD3DVolume_AddRef(*ppVolumeLevel); TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel); } else { WARN("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); return WINED3DERR_INVALIDCALL; } return WINED3D_OK; } static 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(This->volumes[Level], pLockedVolume, pBox, Flags); TRACE("(%p) Level (%d) success(%u)\n", This, Level, hr); } else { FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); return WINED3DERR_INVALIDCALL; } return hr; } static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) { HRESULT hr; IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; if (Level < This->baseTexture.levels) { hr = IWineD3DVolume_UnlockBox(This->volumes[Level]); TRACE("(%p) -> level(%d) success(%u)\n", This, Level, hr); } else { FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels); return WINED3DERR_INVALIDCALL; } return hr; } static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; This->baseTexture.dirty = TRUE; TRACE("(%p) : dirtyfication of volume Level (0)\n", This); volume_add_dirty_box(This->volumes[0], pDirtyBox); return WINED3D_OK; } 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_UnLoad, 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_GetTextureDimensions, IWineD3DVolumeTextureImpl_IsCondNP2, /* volume texture */ IWineD3DVolumeTextureImpl_Destroy, IWineD3DVolumeTextureImpl_GetLevelDesc, IWineD3DVolumeTextureImpl_GetVolumeLevel, IWineD3DVolumeTextureImpl_LockBox, IWineD3DVolumeTextureImpl_UnlockBox, IWineD3DVolumeTextureImpl_AddDirtyBox };