/* * 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; 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 WINED3D_OK; } 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; TRACE("(%p) : About to load texture\n", This); IWineD3DVolumeTexture_BindTexture(iface); 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); } /* No longer dirty */ 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; TRACE("(%p) : relay to BaseTexture\n", This); return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface); } HRESULT WINAPI IWineD3DVolumeTextureImpl_UnBindTexture(IWineD3DVolumeTexture *iface) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; TRACE("(%p) : relay to BaseTexture\n", This); return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface); } UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; 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; 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 };