Sweden-Number/dlls/d3d9/volumetexture.c

272 lines
12 KiB
C

/*
* IDirect3DVolumeTexture9 implementation
*
* Copyright 2002-2005 Jason Edmeades
* Raphael Junqueira
*
* 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 "d3d9_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
/* IDirect3DVolumeTexture9 IUnknown parts follow: */
HRESULT WINAPI IDirect3DVolumeTexture9Impl_QueryInterface(LPDIRECT3DVOLUMETEXTURE9 iface, REFIID riid, LPVOID* ppobj) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource9)
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture9)
|| IsEqualGUID(riid, &IID_IDirect3DVolumeTexture9)) {
IUnknown_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DVolumeTexture9Impl_AddRef(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
return ref;
}
ULONG WINAPI IDirect3DVolumeTexture9Impl_Release(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
if (ref == 0) {
IWineD3DVolumeTexture_Release(This->wineD3DVolumeTexture);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DVolumeTexture9 IDirect3DResource9 Interface follow: */
HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetDevice(LPDIRECT3DVOLUMETEXTURE9 iface, IDirect3DDevice9** ppDevice) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IDirect3DResource9Impl_GetDevice((LPDIRECT3DRESOURCE9) This, ppDevice);
}
HRESULT WINAPI IDirect3DVolumeTexture9Impl_SetPrivateData(LPDIRECT3DVOLUMETEXTURE9 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_SetPrivateData(This->wineD3DVolumeTexture, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetPrivateData(LPDIRECT3DVOLUMETEXTURE9 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_GetPrivateData(This->wineD3DVolumeTexture, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IDirect3DVolumeTexture9Impl_FreePrivateData(LPDIRECT3DVOLUMETEXTURE9 iface, REFGUID refguid) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_FreePrivateData(This->wineD3DVolumeTexture, refguid);
}
DWORD WINAPI IDirect3DVolumeTexture9Impl_SetPriority(LPDIRECT3DVOLUMETEXTURE9 iface, DWORD PriorityNew) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_SetPriority(This->wineD3DVolumeTexture, PriorityNew);
}
DWORD WINAPI IDirect3DVolumeTexture9Impl_GetPriority(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_GetPriority(This->wineD3DVolumeTexture);
}
void WINAPI IDirect3DVolumeTexture9Impl_PreLoad(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_PreLoad(This->wineD3DVolumeTexture);
}
D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture9Impl_GetType(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_GetType(This->wineD3DVolumeTexture);
}
/* IDirect3DVolumeTexture9 IDirect3DBaseTexture9 Interface follow: */
DWORD WINAPI IDirect3DVolumeTexture9Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE9 iface, DWORD LODNew) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_SetLOD(This->wineD3DVolumeTexture, LODNew);
}
DWORD WINAPI IDirect3DVolumeTexture9Impl_GetLOD(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_GetLOD(This->wineD3DVolumeTexture);
}
DWORD WINAPI IDirect3DVolumeTexture9Impl_GetLevelCount(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_GetLevelCount(This->wineD3DVolumeTexture);
}
HRESULT WINAPI IDirect3DVolumeTexture9Impl_SetAutoGenFilterType(LPDIRECT3DVOLUMETEXTURE9 iface, D3DTEXTUREFILTERTYPE FilterType) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_SetAutoGenFilterType(This->wineD3DVolumeTexture, FilterType);
}
D3DTEXTUREFILTERTYPE WINAPI IDirect3DVolumeTexture9Impl_GetAutoGenFilterType(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_GetAutoGenFilterType(This->wineD3DVolumeTexture);
}
void WINAPI IDirect3DVolumeTexture9Impl_GenerateMipSubLevels(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_GenerateMipSubLevels(This->wineD3DVolumeTexture);
}
/* IDirect3DVolumeTexture9 Interface follow: */
HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetLevelDesc(LPDIRECT3DVOLUMETEXTURE9 iface, UINT Level, D3DVOLUME_DESC* pDesc) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
WINED3DVOLUME_DESC wined3ddesc;
UINT tmpInt = -1;
TRACE("(%p) Relay\n", This);
/* As d3d8 and d3d9 structures differ, pass in ptrs to where data needs to go */
wined3ddesc.Format = &pDesc->Format;
wined3ddesc.Type = &pDesc->Type;
wined3ddesc.Usage = &pDesc->Usage;
wined3ddesc.Pool = &pDesc->Pool;
wined3ddesc.Size = &tmpInt;
wined3ddesc.Width = &pDesc->Width;
wined3ddesc.Height = &pDesc->Height;
wined3ddesc.Depth = &pDesc->Depth;
return IWineD3DVolumeTexture_GetLevelDesc(This->wineD3DVolumeTexture, Level, &wined3ddesc);
}
HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetVolumeLevel(LPDIRECT3DVOLUMETEXTURE9 iface, UINT Level, IDirect3DVolume9** ppVolumeLevel) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
HRESULT hrc = D3D_OK;
IWineD3DVolume *myVolume = NULL;
TRACE("(%p) Relay\n", This);
hrc = IWineD3DVolumeTexture_GetVolumeLevel(This->wineD3DVolumeTexture, Level, &myVolume);
if (hrc == D3D_OK && NULL != ppVolumeLevel) {
IWineD3DVolumeTexture_GetParent(myVolume, (IUnknown **)ppVolumeLevel);
IWineD3DVolumeTexture_Release(myVolume);
}
return hrc;
}
HRESULT WINAPI IDirect3DVolumeTexture9Impl_LockBox(LPDIRECT3DVOLUMETEXTURE9 iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay %p %p %p %ld\n", This, This->wineD3DVolumeTexture, pLockedVolume, pBox,Flags);
return IWineD3DVolumeTexture_LockBox(This->wineD3DVolumeTexture, Level, pLockedVolume, pBox, Flags);
}
HRESULT WINAPI IDirect3DVolumeTexture9Impl_UnlockBox(LPDIRECT3DVOLUMETEXTURE9 iface, UINT Level) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay %p %d\n", This, This->wineD3DVolumeTexture, Level);
return IWineD3DVolumeTexture_UnlockBox(This->wineD3DVolumeTexture, Level);
}
HRESULT WINAPI IDirect3DVolumeTexture9Impl_AddDirtyBox(LPDIRECT3DVOLUMETEXTURE9 iface, CONST D3DBOX* pDirtyBox) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
return IWineD3DVolumeTexture_AddDirtyBox(This->wineD3DVolumeTexture, pDirtyBox);
}
IDirect3DVolumeTexture9Vtbl Direct3DVolumeTexture9_Vtbl =
{
IDirect3DVolumeTexture9Impl_QueryInterface,
IDirect3DVolumeTexture9Impl_AddRef,
IDirect3DVolumeTexture9Impl_Release,
IDirect3DVolumeTexture9Impl_GetDevice,
IDirect3DVolumeTexture9Impl_SetPrivateData,
IDirect3DVolumeTexture9Impl_GetPrivateData,
IDirect3DVolumeTexture9Impl_FreePrivateData,
IDirect3DVolumeTexture9Impl_SetPriority,
IDirect3DVolumeTexture9Impl_GetPriority,
IDirect3DVolumeTexture9Impl_PreLoad,
IDirect3DVolumeTexture9Impl_GetType,
IDirect3DVolumeTexture9Impl_SetLOD,
IDirect3DVolumeTexture9Impl_GetLOD,
IDirect3DVolumeTexture9Impl_GetLevelCount,
IDirect3DVolumeTexture9Impl_SetAutoGenFilterType,
IDirect3DVolumeTexture9Impl_GetAutoGenFilterType,
IDirect3DVolumeTexture9Impl_GenerateMipSubLevels,
IDirect3DVolumeTexture9Impl_GetLevelDesc,
IDirect3DVolumeTexture9Impl_GetVolumeLevel,
IDirect3DVolumeTexture9Impl_LockBox,
IDirect3DVolumeTexture9Impl_UnlockBox,
IDirect3DVolumeTexture9Impl_AddDirtyBox
};
/* IDirect3DDevice9 IDirect3DVolumeTexture9 Methods follow: */
HRESULT WINAPI IDirect3DDevice9Impl_CreateVolumeTexture(LPDIRECT3DDEVICE9 iface,
UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage,
D3DFORMAT Format, D3DPOOL Pool,
IDirect3DVolumeTexture9** ppVolumeTexture, HANDLE* pSharedHandle) {
IDirect3DVolumeTexture9Impl *object;
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hrc = D3D_OK;
TRACE("(%p) Relay\n", This);
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture9Impl));
if (NULL == object) {
FIXME("(%p) allocation of memory failed\n", This);
*ppVolumeTexture = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DVolumeTexture9_Vtbl;
object->ref = 1;
hrc = IWineD3DDevice_CreateVolumeTexture(This->WineD3DDevice, Width, Height, Depth, Levels, Usage,
Format, Pool, &object->wineD3DVolumeTexture, pSharedHandle,
(IUnknown *)object, D3D9CB_CreateVolume);
if (hrc != D3D_OK) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateVolumeTexture failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
*ppVolumeTexture = NULL;
} else {
*ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE9) object;
}
TRACE("(%p) returning %p\n", This , *ppVolumeTexture);
return hrc;
}