Sweden-Number/dlls/d3d9/volumetexture.c

453 lines
15 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "d3d9_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
/* IDirect3DVolumeTexture9 IUnknown parts follow: */
static 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)) {
IDirect3DVolumeTexture9_AddRef(iface);
*ppobj = This;
return S_OK;
}
WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IDirect3DVolumeTexture9Impl_AddRef(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %d\n", This, ref - 1);
return ref;
}
static ULONG WINAPI IDirect3DVolumeTexture9Impl_Release(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %d\n", This, ref);
if (ref == 0) {
EnterCriticalSection(&d3d9_cs);
IWineD3DVolumeTexture_Destroy(This->wineD3DVolumeTexture, D3D9CB_DestroyVolume);
LeaveCriticalSection(&d3d9_cs);
IDirect3DDevice9Ex_Release(This->parentDevice);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DVolumeTexture9 IDirect3DResource9 Interface follow: */
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetDevice(LPDIRECT3DVOLUMETEXTURE9 iface, IDirect3DDevice9** ppDevice) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
IWineD3DDevice *wined3d_device;
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DStateBlock_GetDevice(This->wineD3DVolumeTexture, &wined3d_device);
if (SUCCEEDED(hr))
{
IWineD3DDevice_GetParent(wined3d_device, (IUnknown **)ppDevice);
IWineD3DDevice_Release(wined3d_device);
}
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_SetPrivateData(LPDIRECT3DVOLUMETEXTURE9 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVolumeTexture_SetPrivateData(This->wineD3DVolumeTexture, refguid, pData, SizeOfData, Flags);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetPrivateData(LPDIRECT3DVOLUMETEXTURE9 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVolumeTexture_GetPrivateData(This->wineD3DVolumeTexture, refguid, pData, pSizeOfData);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_FreePrivateData(LPDIRECT3DVOLUMETEXTURE9 iface, REFGUID refguid) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVolumeTexture_FreePrivateData(This->wineD3DVolumeTexture, refguid);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static DWORD WINAPI IDirect3DVolumeTexture9Impl_SetPriority(LPDIRECT3DVOLUMETEXTURE9 iface, DWORD PriorityNew) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
DWORD priority;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
priority = IWineD3DVolumeTexture_SetPriority(This->wineD3DVolumeTexture, PriorityNew);
LeaveCriticalSection(&d3d9_cs);
return priority;
}
static DWORD WINAPI IDirect3DVolumeTexture9Impl_GetPriority(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
DWORD priority;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
priority = IWineD3DVolumeTexture_GetPriority(This->wineD3DVolumeTexture);
LeaveCriticalSection(&d3d9_cs);
return priority;
}
static void WINAPI IDirect3DVolumeTexture9Impl_PreLoad(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
IWineD3DVolumeTexture_PreLoad(This->wineD3DVolumeTexture);
LeaveCriticalSection(&d3d9_cs);
}
static D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture9Impl_GetType(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
D3DRESOURCETYPE type;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
type = IWineD3DVolumeTexture_GetType(This->wineD3DVolumeTexture);
LeaveCriticalSection(&d3d9_cs);
return type;
}
/* IDirect3DVolumeTexture9 IDirect3DBaseTexture9 Interface follow: */
static DWORD WINAPI IDirect3DVolumeTexture9Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE9 iface, DWORD LODNew) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
DWORD lod;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
lod = IWineD3DVolumeTexture_SetLOD(This->wineD3DVolumeTexture, LODNew);
LeaveCriticalSection(&d3d9_cs);
return lod;
}
static DWORD WINAPI IDirect3DVolumeTexture9Impl_GetLOD(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
DWORD lod;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
lod = IWineD3DVolumeTexture_GetLOD(This->wineD3DVolumeTexture);
LeaveCriticalSection(&d3d9_cs);
return lod;
}
static DWORD WINAPI IDirect3DVolumeTexture9Impl_GetLevelCount(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
DWORD level_count;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
level_count = IWineD3DVolumeTexture_GetLevelCount(This->wineD3DVolumeTexture);
LeaveCriticalSection(&d3d9_cs);
return level_count;
}
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_SetAutoGenFilterType(LPDIRECT3DVOLUMETEXTURE9 iface, D3DTEXTUREFILTERTYPE FilterType) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVolumeTexture_SetAutoGenFilterType(This->wineD3DVolumeTexture, (WINED3DTEXTUREFILTERTYPE) FilterType);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static D3DTEXTUREFILTERTYPE WINAPI IDirect3DVolumeTexture9Impl_GetAutoGenFilterType(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
D3DTEXTUREFILTERTYPE filter_type;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
filter_type = (D3DTEXTUREFILTERTYPE)IWineD3DVolumeTexture_GetAutoGenFilterType(This->wineD3DVolumeTexture);
LeaveCriticalSection(&d3d9_cs);
return filter_type;
}
static void WINAPI IDirect3DVolumeTexture9Impl_GenerateMipSubLevels(LPDIRECT3DVOLUMETEXTURE9 iface) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
IWineD3DVolumeTexture_GenerateMipSubLevels(This->wineD3DVolumeTexture);
LeaveCriticalSection(&d3d9_cs);
}
/* IDirect3DVolumeTexture9 Interface follow: */
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_GetLevelDesc(LPDIRECT3DVOLUMETEXTURE9 iface, UINT Level, D3DVOLUME_DESC* pDesc) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
WINED3DVOLUME_DESC wined3ddesc;
UINT tmpInt = -1;
WINED3DFORMAT format;
HRESULT hr;
TRACE("(%p) Relay\n", This);
/* As d3d8 and d3d9 structures differ, pass in ptrs to where data needs to go */
wined3ddesc.Format = &format;
wined3ddesc.Type = (WINED3DRESOURCETYPE *)&pDesc->Type;
wined3ddesc.Usage = &pDesc->Usage;
wined3ddesc.Pool = (WINED3DPOOL *) &pDesc->Pool;
wined3ddesc.Size = &tmpInt;
wined3ddesc.Width = &pDesc->Width;
wined3ddesc.Height = &pDesc->Height;
wined3ddesc.Depth = &pDesc->Depth;
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVolumeTexture_GetLevelDesc(This->wineD3DVolumeTexture, Level, &wined3ddesc);
LeaveCriticalSection(&d3d9_cs);
if (SUCCEEDED(hr)) pDesc->Format = d3dformat_from_wined3dformat(format);
return hr;
}
static 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);
EnterCriticalSection(&d3d9_cs);
hrc = IWineD3DVolumeTexture_GetVolumeLevel(This->wineD3DVolumeTexture, Level, &myVolume);
if (hrc == D3D_OK && NULL != ppVolumeLevel) {
IWineD3DVolumeTexture_GetParent(myVolume, (IUnknown **)ppVolumeLevel);
IWineD3DVolumeTexture_Release(myVolume);
}
LeaveCriticalSection(&d3d9_cs);
return hrc;
}
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_LockBox(LPDIRECT3DVOLUMETEXTURE9 iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay %p %p %p %d\n", This, This->wineD3DVolumeTexture, pLockedVolume, pBox,Flags);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVolumeTexture_LockBox(This->wineD3DVolumeTexture, Level, (WINED3DLOCKED_BOX *)pLockedVolume,
(const WINED3DBOX *)pBox, Flags);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_UnlockBox(LPDIRECT3DVOLUMETEXTURE9 iface, UINT Level) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay %p %d\n", This, This->wineD3DVolumeTexture, Level);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVolumeTexture_UnlockBox(This->wineD3DVolumeTexture, Level);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static HRESULT WINAPI IDirect3DVolumeTexture9Impl_AddDirtyBox(LPDIRECT3DVOLUMETEXTURE9 iface, CONST D3DBOX* pDirtyBox) {
IDirect3DVolumeTexture9Impl *This = (IDirect3DVolumeTexture9Impl *)iface;
HRESULT hr;
TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVolumeTexture_AddDirtyBox(This->wineD3DVolumeTexture, (CONST WINED3DBOX *)pDirtyBox);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static const IDirect3DVolumeTexture9Vtbl Direct3DVolumeTexture9_Vtbl =
{
/* IUnknown */
IDirect3DVolumeTexture9Impl_QueryInterface,
IDirect3DVolumeTexture9Impl_AddRef,
IDirect3DVolumeTexture9Impl_Release,
/* IDirect3DResource9 */
IDirect3DVolumeTexture9Impl_GetDevice,
IDirect3DVolumeTexture9Impl_SetPrivateData,
IDirect3DVolumeTexture9Impl_GetPrivateData,
IDirect3DVolumeTexture9Impl_FreePrivateData,
IDirect3DVolumeTexture9Impl_SetPriority,
IDirect3DVolumeTexture9Impl_GetPriority,
IDirect3DVolumeTexture9Impl_PreLoad,
IDirect3DVolumeTexture9Impl_GetType,
/* IDirect3DBaseTexture9 */
IDirect3DVolumeTexture9Impl_SetLOD,
IDirect3DVolumeTexture9Impl_GetLOD,
IDirect3DVolumeTexture9Impl_GetLevelCount,
IDirect3DVolumeTexture9Impl_SetAutoGenFilterType,
IDirect3DVolumeTexture9Impl_GetAutoGenFilterType,
IDirect3DVolumeTexture9Impl_GenerateMipSubLevels,
/* IDirect3DVolumeTexture9 */
IDirect3DVolumeTexture9Impl_GetLevelDesc,
IDirect3DVolumeTexture9Impl_GetVolumeLevel,
IDirect3DVolumeTexture9Impl_LockBox,
IDirect3DVolumeTexture9Impl_UnlockBox,
IDirect3DVolumeTexture9Impl_AddDirtyBox
};
/* IDirect3DDevice9 IDirect3DVolumeTexture9 Methods follow: */
HRESULT WINAPI IDirect3DDevice9Impl_CreateVolumeTexture(LPDIRECT3DDEVICE9EX 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) {
ERR("(%p) allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n", This);
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DVolumeTexture9_Vtbl;
object->ref = 1;
EnterCriticalSection(&d3d9_cs);
hrc = IWineD3DDevice_CreateVolumeTexture(This->WineD3DDevice, Width, Height, Depth, Levels,
Usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(Format),
Pool, &object->wineD3DVolumeTexture, (IUnknown *)object);
LeaveCriticalSection(&d3d9_cs);
if (hrc != D3D_OK) {
/* free up object */
WARN("(%p) call to IWineD3DDevice_CreateVolumeTexture failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
} else {
IDirect3DDevice9Ex_AddRef(iface);
object->parentDevice = iface;
*ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE9) object;
TRACE("(%p) : Created volume texture %p\n", This, object);
}
TRACE("(%p) returning %p\n", This , *ppVolumeTexture);
return hrc;
}