/* * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2009-2010 Henri Verbeet for CodeWeavers * * 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); /* Context activation is done by the caller. */ static HRESULT volumetexture_bind(IWineD3DBaseTextureImpl *texture, const struct wined3d_gl_info *gl_info, BOOL srgb) { BOOL dummy; TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb); return basetexture_bind(texture, gl_info, srgb, &dummy); } /* Do not call while under the GL lock. */ static void volumetexture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb) { IWineD3DDeviceImpl *device = texture->resource.device; struct wined3d_context *context = NULL; BOOL srgb_mode = texture->baseTexture.is_srgb; BOOL srgb_was_toggled = FALSE; unsigned int i; TRACE("texture %p, srgb %#x.\n", texture, srgb); if (!device->isInDraw) context = context_acquire(device, NULL); else if (texture->baseTexture.bindCount > 0) { srgb_mode = device->stateBlock->state.sampler_states[texture->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE]; srgb_was_toggled = texture->baseTexture.is_srgb != srgb_mode; texture->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 (texture->baseTexture.texture_rgb.dirty) { for (i = 0; i < texture->baseTexture.level_count; ++i) { volume_load(volume_from_resource(texture->baseTexture.sub_resources[i]), i, srgb_mode); } } else if (srgb_was_toggled) { for (i = 0; i < texture->baseTexture.level_count; ++i) { IWineD3DVolumeImpl *volume = volume_from_resource(texture->baseTexture.sub_resources[i]); volume_add_dirty_box(volume, NULL); volume_load(volume, i, srgb_mode); } } else { TRACE("Texture %p not dirty, nothing to do.\n", texture); } if (context) context_release(context); /* No longer dirty */ texture->baseTexture.texture_rgb.dirty = FALSE; } /* Do not call while under the GL lock. */ static void volumetexture_unload(struct wined3d_resource *resource) { IWineD3DBaseTextureImpl *texture = basetexture_from_resource(resource); unsigned int i; TRACE("texture %p.\n", texture); for (i = 0; i < texture->baseTexture.level_count; ++i) { struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i]; sub_resource->resource_ops->resource_unload(sub_resource); } basetexture_unload(texture); } static const struct wined3d_texture_ops volumetexture_ops = { volumetexture_bind, volumetexture_preload, }; static const struct wined3d_resource_ops volumetexture_resource_ops = { volumetexture_unload, }; static void volumetexture_cleanup(IWineD3DBaseTextureImpl *This) { unsigned int i; TRACE("(%p) : Cleaning up.\n", This); for (i = 0; i < This->baseTexture.level_count; ++i) { struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i]; if (sub_resource) { IWineD3DVolumeImpl *volume = volume_from_resource(sub_resource); /* Cleanup the container. */ volume_set_container(volume, NULL); IWineD3DVolume_Release((IWineD3DVolume *)volume); } } basetexture_cleanup((IWineD3DBaseTextureImpl *)This); } /* ******************************************* IWineD3DTexture IUnknown parts follow ******************************************* */ static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)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)) { IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref); return InterlockedIncrement(&This->resource.ref); } /* Do not call while under the GL lock. */ static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; ULONG ref; TRACE("(%p) : Releasing from %d\n", This, This->resource.ref); ref = InterlockedDecrement(&This->resource.ref); if (!ref) { volumetexture_cleanup(This); This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent); HeapFree(GetProcessHeap(), 0, This); } return ref; } static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID riid, const void *data, DWORD data_size, DWORD flags) { return resource_set_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, riid, data, data_size, flags); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID guid, void *data, DWORD *data_size) { return resource_get_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, guid, data, data_size); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) { return resource_free_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, refguid); } static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD priority) { return resource_set_priority(&((IWineD3DBaseTextureImpl *)iface)->resource, priority); } static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DBaseTexture *iface) { return resource_get_priority(&((IWineD3DBaseTextureImpl *)iface)->resource); } static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DBaseTexture *iface) { volumetexture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY); } static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DBaseTexture *iface) { return resource_get_type(&((IWineD3DBaseTextureImpl *)iface)->resource); } static void * WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DBaseTexture *iface) { TRACE("iface %p\n", iface); return ((IWineD3DBaseTextureImpl *)iface)->resource.parent; } static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) { return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew); } static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DBaseTexture *iface) { return basetexture_get_lod((IWineD3DBaseTextureImpl *)iface); } static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) { return basetexture_get_level_count((IWineD3DBaseTextureImpl *)iface); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { return basetexture_set_autogen_filter_type((IWineD3DBaseTextureImpl *)iface, FilterType); } static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) { return basetexture_get_autogen_filter_type((IWineD3DBaseTextureImpl *)iface); } static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) { basetexture_generate_mipmaps((IWineD3DBaseTextureImpl *)iface); } static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DBaseTexture *iface) { TRACE("iface %p.\n", iface); return FALSE; } static struct wined3d_resource * WINAPI IWineD3DVolumeTextureImpl_GetSubResource(IWineD3DBaseTexture *iface, UINT sub_resource_idx) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx); return basetexture_get_sub_resource(texture, sub_resource_idx); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyRegion(IWineD3DBaseTexture *iface, UINT layer, const WINED3DBOX *dirty_region) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; struct wined3d_resource *sub_resource; TRACE("iface %p, layer %u, dirty_region %p.\n", iface, layer, dirty_region); if (!(sub_resource = basetexture_get_sub_resource(texture, layer * texture->baseTexture.level_count))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } basetexture_set_dirty(texture, TRUE); volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region); return WINED3D_OK; } static const IWineD3DBaseTextureVtbl IWineD3DVolumeTexture_Vtbl = { /* IUnknown */ IWineD3DVolumeTextureImpl_QueryInterface, IWineD3DVolumeTextureImpl_AddRef, IWineD3DVolumeTextureImpl_Release, /* resource */ IWineD3DVolumeTextureImpl_GetParent, 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_IsCondNP2, IWineD3DVolumeTextureImpl_GetSubResource, IWineD3DVolumeTextureImpl_AddDirtyRegion, }; HRESULT volumetexture_init(IWineD3DBaseTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); 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_id) { WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture); return WINED3DERR_INVALIDCALL; } if (!gl_info->supported[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_info->supported[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); } texture->lpVtbl = &IWineD3DVolumeTexture_Vtbl; hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, &volumetexture_ops, 1, levels, WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool, parent, parent_ops, &volumetexture_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize basetexture, returning %#x.\n", hr); return hr; } /* 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; texture->baseTexture.target = GL_TEXTURE_3D; /* Generate all the surfaces. */ tmp_w = width; tmp_h = height; tmp_d = depth; for (i = 0; i < texture->baseTexture.level_count; ++i) { IWineD3DVolume *volume; /* Create the volume. */ hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent, tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume); if (FAILED(hr)) { ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr); volumetexture_cleanup(texture); return hr; } /* Set its container to this texture. */ volume_set_container((IWineD3DVolumeImpl *)volume, texture); texture->baseTexture.sub_resources[i] = &((IWineD3DVolumeImpl *)volume)->resource; /* 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); } return WINED3D_OK; }