/* * 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 "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); 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; } WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); *out = NULL; return E_NOINTERFACE; } static ULONG WINAPI d3d8_texture_2d_AddRef(IDirect3DTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); ULONG ref = InterlockedIncrement(&texture->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_2d_Release(IDirect3DTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); ULONG ref = InterlockedDecrement(&texture->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_2d_GetDevice(IDirect3DTexture8 *iface, IDirect3DDevice8 **device) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(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_2d_SetPrivateData(IDirect3DTexture8 *iface, REFGUID guid, const void *data, DWORD data_size, DWORD flags) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s, data %p, data_size %u, flags %#x.\n", iface, debugstr_guid(guid), data, data_size, flags); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(texture->wined3d_texture); hr = wined3d_resource_set_private_data(resource, guid, data, data_size, flags); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_texture_2d_GetPrivateData(IDirect3DTexture8 *iface, REFGUID guid, void *data, DWORD *data_size) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s, data %p, data_size %p.\n", iface, debugstr_guid(guid), data, data_size); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(texture->wined3d_texture); hr = wined3d_resource_get_private_data(resource, guid, data, data_size); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_texture_2d_FreePrivateData(IDirect3DTexture8 *iface, REFGUID guid) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s.\n", iface, debugstr_guid(guid)); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(texture->wined3d_texture); hr = wined3d_resource_free_private_data(resource, guid); wined3d_mutex_unlock(); return hr; } static DWORD WINAPI d3d8_texture_2d_SetPriority(IDirect3DTexture8 *iface, DWORD priority) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); DWORD ret; TRACE("iface %p, priority %u.\n", iface, priority); wined3d_mutex_lock(); ret = wined3d_texture_set_priority(texture->wined3d_texture, priority); wined3d_mutex_unlock(); return ret; } static DWORD WINAPI d3d8_texture_2d_GetPriority(IDirect3DTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); DWORD ret; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); ret = wined3d_texture_get_priority(texture->wined3d_texture); wined3d_mutex_unlock(); return ret; } static void WINAPI d3d8_texture_2d_PreLoad(IDirect3DTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); TRACE("iface %p.\n", iface); wined3d_mutex_lock(); wined3d_texture_preload(texture->wined3d_texture); wined3d_mutex_unlock(); } static D3DRESOURCETYPE WINAPI d3d8_texture_2d_GetType(IDirect3DTexture8 *iface) { TRACE("iface %p.\n", iface); return D3DRTYPE_TEXTURE; } static DWORD WINAPI d3d8_texture_2d_SetLOD(IDirect3DTexture8 *iface, DWORD lod) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(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_2d_GetLOD(IDirect3DTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(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_2d_GetLevelCount(IDirect3DTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(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_2d_GetLevelDesc(IDirect3DTexture8 *iface, UINT level, D3DSURFACE_DESC *desc) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); struct wined3d_resource *sub_resource; HRESULT hr = D3D_OK; TRACE("iface %p, level %u, desc %p.\n", iface, level, desc); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) hr = D3DERR_INVALIDCALL; else { struct wined3d_resource_desc wined3d_desc; wined3d_resource_get_desc(sub_resource, &wined3d_desc); desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format); desc->Type = wined3d_desc.resource_type; 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_2d_GetSurfaceLevel(IDirect3DTexture8 *iface, UINT level, IDirect3DSurface8 **surface) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); struct wined3d_resource *sub_resource; struct d3d8_surface *surface_impl; TRACE("iface %p, level %u, surface %p.\n", iface, level, surface); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) { wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } surface_impl = wined3d_resource_get_parent(sub_resource); *surface = &surface_impl->IDirect3DSurface8_iface; IDirect3DSurface8_AddRef(*surface); wined3d_mutex_unlock(); return D3D_OK; } 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 wined3d_resource *sub_resource; struct d3d8_surface *surface_impl; HRESULT hr; TRACE("iface %p, level %u, locked_rect %p, rect %p, flags %#x.\n", iface, level, locked_rect, rect, flags); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) hr = D3DERR_INVALIDCALL; else { surface_impl = wined3d_resource_get_parent(sub_resource); hr = IDirect3DSurface8_LockRect(&surface_impl->IDirect3DSurface8_iface, locked_rect, rect, flags); } wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_texture_2d_UnlockRect(IDirect3DTexture8 *iface, UINT level) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); struct wined3d_resource *sub_resource; struct d3d8_surface *surface_impl; HRESULT hr; TRACE("iface %p, level %u.\n", iface, level); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) hr = D3DERR_INVALIDCALL; else { surface_impl = wined3d_resource_get_parent(sub_resource); hr = IDirect3DSurface8_UnlockRect(&surface_impl->IDirect3DSurface8_iface); } wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_texture_2d_AddDirtyRect(IDirect3DTexture8 *iface, const RECT *dirty_rect) { struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); HRESULT hr; 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; } static const IDirect3DTexture8Vtbl Direct3DTexture8_Vtbl = { /* 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, }; 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); ULONG ref = InterlockedIncrement(&texture->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_cube_Release(IDirect3DCubeTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface); ULONG ref = InterlockedDecrement(&texture->refcount); TRACE("%p decreasing refcount to %u.\n", iface, ref); if (!ref) { IDirect3DDevice8 *parent_device = texture->parent_device; TRACE("Releasing child %p.\n", texture->wined3d_texture); 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_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); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s, data %p, data_size %u, flags %#x.\n", iface, debugstr_guid(guid), data, data_size, flags); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(texture->wined3d_texture); hr = wined3d_resource_set_private_data(resource, guid, data, data_size, flags); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_texture_cube_GetPrivateData(IDirect3DCubeTexture8 *iface, REFGUID guid, void *data, DWORD *data_size) { struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s, data %p, data_size %p.\n", iface, debugstr_guid(guid), data, data_size); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(texture->wined3d_texture); hr = wined3d_resource_get_private_data(resource, guid, data, data_size); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_texture_cube_FreePrivateData(IDirect3DCubeTexture8 *iface, REFGUID guid) { struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s.\n", iface, debugstr_guid(guid)); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(texture->wined3d_texture); hr = wined3d_resource_free_private_data(resource, guid); wined3d_mutex_unlock(); return hr; } static DWORD WINAPI d3d8_texture_cube_SetPriority(IDirect3DCubeTexture8 *iface, DWORD priority) { struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface); DWORD ret; TRACE("iface %p, priority %u.\n", iface, priority); wined3d_mutex_lock(); ret = wined3d_texture_set_priority(texture->wined3d_texture, priority); wined3d_mutex_unlock(); return ret; } static DWORD WINAPI d3d8_texture_cube_GetPriority(IDirect3DCubeTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DCubeTexture8(iface); DWORD ret; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); ret = wined3d_texture_get_priority(texture->wined3d_texture); 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_resource *sub_resource; HRESULT hr = D3D_OK; 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 (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) hr = D3DERR_INVALIDCALL; else { struct wined3d_resource_desc wined3d_desc; wined3d_resource_get_desc(sub_resource, &wined3d_desc); desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format); desc->Type = wined3d_desc.resource_type; 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 wined3d_resource *sub_resource; 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 (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, sub_resource_idx))) { wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } surface_impl = wined3d_resource_get_parent(sub_resource); *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 wined3d_resource *sub_resource; 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 (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, sub_resource_idx))) hr = D3DERR_INVALIDCALL; else { surface_impl = wined3d_resource_get_parent(sub_resource); 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 wined3d_resource *sub_resource; 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 (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, sub_resource_idx))) hr = D3DERR_INVALIDCALL; else { surface_impl = wined3d_resource_get_parent(sub_resource); 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); ULONG ref = InterlockedIncrement(&texture->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); ULONG ref = InterlockedDecrement(&texture->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); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s, data %p, data_size %u, flags %#x.\n", iface, debugstr_guid(guid), data, data_size, flags); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(texture->wined3d_texture); hr = wined3d_resource_set_private_data(resource, guid, data, data_size, flags); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_texture_3d_GetPrivateData(IDirect3DVolumeTexture8 *iface, REFGUID guid, void *data, DWORD *data_size) { struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s, data %p, data_size %p.\n", iface, debugstr_guid(guid), data, data_size); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(texture->wined3d_texture); hr = wined3d_resource_get_private_data(resource, guid, data, data_size); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI d3d8_texture_3d_FreePrivateData(IDirect3DVolumeTexture8 *iface, REFGUID guid) { struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s.\n", iface, debugstr_guid(guid)); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(texture->wined3d_texture); hr = wined3d_resource_free_private_data(resource, guid); wined3d_mutex_unlock(); return hr; } static DWORD WINAPI d3d8_texture_3d_SetPriority(IDirect3DVolumeTexture8 *iface, DWORD priority) { struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface); DWORD ret; TRACE("iface %p, priority %u.\n", iface, priority); wined3d_mutex_lock(); ret = wined3d_texture_set_priority(texture->wined3d_texture, priority); wined3d_mutex_unlock(); return ret; } static DWORD WINAPI d3d8_texture_3d_GetPriority(IDirect3DVolumeTexture8 *iface) { struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface); DWORD ret; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); ret = wined3d_texture_get_priority(texture->wined3d_texture); 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_resource *sub_resource; HRESULT hr = D3D_OK; TRACE("iface %p, level %u, desc %p.\n", iface, level, desc); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) hr = D3DERR_INVALIDCALL; else { struct wined3d_resource_desc wined3d_desc; wined3d_resource_get_desc(sub_resource, &wined3d_desc); desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format); desc->Type = wined3d_desc.resource_type; 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); struct wined3d_resource *sub_resource; struct d3d8_volume *volume_impl; TRACE("iface %p, level %u, volume %p.\n", iface, level, volume); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) { wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } volume_impl = wined3d_resource_get_parent(sub_resource); *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); struct wined3d_resource *sub_resource; 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 (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) hr = D3DERR_INVALIDCALL; else { volume_impl = wined3d_resource_get_parent(sub_resource); 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); struct wined3d_resource *sub_resource; struct d3d8_volume *volume_impl; HRESULT hr; TRACE("iface %p, level %u.\n", iface, level); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) hr = D3DERR_INVALIDCALL; else { volume_impl = wined3d_resource_get_parent(sub_resource); 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) { HeapFree(GetProcessHeap(), 0, parent); } static const struct wined3d_parent_ops d3d8_texture_wined3d_parent_ops = { d3d8_texture_wined3d_object_destroyed, }; HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device, UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) { HRESULT hr; texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DTexture8_Vtbl; texture->refcount = 1; wined3d_mutex_lock(); hr = wined3d_texture_create_2d(device->wined3d_device, width, height, levels, usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, 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; } HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device, UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) { HRESULT hr; texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl; texture->refcount = 1; wined3d_mutex_lock(); hr = wined3d_texture_create_cube(device->wined3d_device, edge_length, levels, usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, 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; } 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) { HRESULT hr; texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DVolumeTexture8_Vtbl; texture->refcount = 1; wined3d_mutex_lock(); hr = wined3d_texture_create_3d(device->wined3d_device, width, height, depth, levels, usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, 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; }