/* * IWineD3DVolumeTexture implementation * * 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); /* Do not call while under the GL lock. */ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) { /* Override the IWineD3DResource Preload method. */ IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; IWineD3DDeviceImpl *device = This->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_context *context = NULL; 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) context = context_acquire(device, NULL); else if (gl_info->supported[EXT_TEXTURE_SRGB] && This->baseTexture.bindCount > 0) { srgb_mode = device->stateBlock->state.sampler_states[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.texture_rgb.dirty) { for (i = 0; i < This->baseTexture.level_count; ++i) { IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i]; IWineD3DVolume_LoadTexture(volume, i, srgb_mode); } } else if (srgb_was_toggled) { for (i = 0; i < This->baseTexture.level_count; ++i) { IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i]; volume_add_dirty_box(volume, NULL); IWineD3DVolume_LoadTexture(volume, i, srgb_mode); } } else { TRACE("(%p) Texture not dirty, nothing to do.\n", iface); } if (context) context_release(context); /* No longer dirty */ This->baseTexture.texture_rgb.dirty = FALSE; } static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This) { unsigned int i; TRACE("(%p) : Cleaning up.\n", This); for (i = 0; i < This->baseTexture.level_count; ++i) { IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)This->baseTexture.sub_resources[i]; if (volume) { /* Cleanup the container. */ volume_set_container(volume, NULL); IWineD3DVolume_Release((IWineD3DVolume *)volume); } } basetexture_cleanup((IWineD3DBaseTexture *)This); } /* ******************************************* IWineD3DTexture IUnknown parts follow ******************************************* */ 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); } /* Do not call while under the GL lock. */ 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) { volumetexture_cleanup(This); This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* **************************************************** IWineD3DVolumeTexture IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID riid, const void *data, DWORD data_size, DWORD flags) { return resource_set_private_data((IWineD3DResource *)iface, riid, data, data_size, 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); } /* Do not call while under the GL lock. */ 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.level_count; ++i) { IWineD3DVolume_UnLoad((IWineD3DVolume *)This->baseTexture.sub_resources[i]); } basetexture_unload((IWineD3DBaseTexture *)iface); } static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) { return resource_get_type((IWineD3DResource *)iface); } static void * WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface) { TRACE("iface %p\n", iface); return ((IWineD3DVolumeTextureImpl *)iface)->resource.parent; } /* ****************************************************** 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) { BOOL dummy; TRACE("iface %p, srgb %#x.\n", iface, srgb); return basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &dummy); } static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface) { TRACE("iface %p.\n", iface); return FALSE; } static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT sub_resource_idx, WINED3DVOLUME_DESC *desc) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; IWineD3DVolume *volume; TRACE("iface %p, sub_resource_idx %u, desc %p.\n", iface, sub_resource_idx, desc); if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } IWineD3DVolume_GetDesc(volume, desc); return WINED3D_OK; } static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT sub_resource_idx, IWineD3DVolume **volume) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; IWineD3DVolume *v; TRACE("iface %p, sub_resource_idx %u, volume %p.\n", iface, sub_resource_idx, volume); if (!(v= (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } IWineD3DVolume_AddRef(v); *volume = v; TRACE("Returning volume %p.\n", *volume); return WINED3D_OK; } static HRESULT WINAPI IWineD3DVolumeTextureImpl_Map(IWineD3DVolumeTexture *iface, UINT sub_resource_idx, WINED3DLOCKED_BOX *locked_box, const WINED3DBOX *box, DWORD flags) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; IWineD3DVolume *volume; TRACE("iface %p, sub_resource_idx %u, locked_box %p, box %p, flags %#x.\n", iface, sub_resource_idx, locked_box, box, flags); if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } return IWineD3DVolume_Map(volume, locked_box, box, flags); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_Unmap(IWineD3DVolumeTexture *iface, UINT sub_resource_idx) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; IWineD3DVolume *volume; TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx); if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } return IWineD3DVolume_Unmap(volume); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, const WINED3DBOX *dirty_box) { IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface; IWineD3DVolume *volume; TRACE("iface %p, dirty_box %p.\n", iface, dirty_box); if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0))) { WARN("Failed to get sub-resource.\n"); return WINED3DERR_INVALIDCALL; } texture->baseTexture.texture_rgb.dirty = TRUE; texture->baseTexture.texture_srgb.dirty = TRUE; volume_add_dirty_box(volume, dirty_box); return WINED3D_OK; } static const IWineD3DVolumeTextureVtbl 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_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_IsCondNP2, /* volume texture */ IWineD3DVolumeTextureImpl_GetLevelDesc, IWineD3DVolumeTextureImpl_GetVolumeLevel, IWineD3DVolumeTextureImpl_Map, IWineD3DVolumeTextureImpl_Unmap, IWineD3DVolumeTextureImpl_AddDirtyBox }; HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *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, 1, levels, WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool, parent, parent_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] = (IWineD3DResourceImpl *)volume; /* 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; }