470 lines
16 KiB
C
470 lines
16 KiB
C
/*
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* IWineD3DVolumeTexture implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2005 Oliver Stieber
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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/* Do not call while under the GL lock. */
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static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
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{
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/* Override the IWineD3DResource Preload method. */
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct wined3d_context *context = NULL;
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BOOL srgb_mode = This->baseTexture.is_srgb;
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BOOL srgb_was_toggled = FALSE;
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unsigned int i;
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TRACE("(%p) : About to load texture.\n", This);
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if (!device->isInDraw) context = context_acquire(device, NULL);
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else if (gl_info->supported[EXT_TEXTURE_SRGB] && This->baseTexture.bindCount > 0)
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{
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srgb_mode = device->stateBlock->state.sampler_states[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
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srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
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This->baseTexture.is_srgb = srgb_mode;
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}
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/* If the texture is marked dirty or the srgb sampler setting has changed
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* since the last load then reload the volumes. */
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if (This->baseTexture.texture_rgb.dirty)
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{
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for (i = 0; i < This->baseTexture.level_count; ++i)
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{
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IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
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IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
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}
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}
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else if (srgb_was_toggled)
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{
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for (i = 0; i < This->baseTexture.level_count; ++i)
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{
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IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
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volume_add_dirty_box(volume, NULL);
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IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
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}
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}
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else
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{
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TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
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}
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if (context) context_release(context);
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/* No longer dirty */
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This->baseTexture.texture_rgb.dirty = FALSE;
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}
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static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This)
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{
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unsigned int i;
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TRACE("(%p) : Cleaning up.\n", This);
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for (i = 0; i < This->baseTexture.level_count; ++i)
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{
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IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)This->baseTexture.sub_resources[i];
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if (volume)
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{
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/* Cleanup the container. */
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volume_set_container(volume, NULL);
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IWineD3DVolume_Release((IWineD3DVolume *)volume);
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}
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}
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basetexture_cleanup((IWineD3DBaseTexture *)This);
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}
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/* *******************************************
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IWineD3DTexture IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
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|| IsEqualGUID(riid, &IID_IWineD3DVolumeTexture)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
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return InterlockedIncrement(&This->resource.ref);
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}
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/* Do not call while under the GL lock. */
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static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
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ref = InterlockedDecrement(&This->resource.ref);
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if (!ref)
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{
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volumetexture_cleanup(This);
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This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DVolumeTexture IWineD3DResource parts follow
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**************************************************** */
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface,
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REFGUID riid, const void *data, DWORD data_size, DWORD flags)
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{
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return resource_set_private_data((IWineD3DResource *)iface, riid, data, data_size, flags);
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
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return resource_free_private_data((IWineD3DResource *)iface, refguid);
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
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return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
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return resource_get_priority((IWineD3DResource *)iface);
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}
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static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
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volumetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
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}
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/* Do not call while under the GL lock. */
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static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface) {
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unsigned int i;
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p)\n", This);
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/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
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* surface before, this one will be a NOP and vice versa. Unloading an unloaded
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* surface is fine
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*/
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for (i = 0; i < This->baseTexture.level_count; ++i)
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{
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IWineD3DVolume_UnLoad((IWineD3DVolume *)This->baseTexture.sub_resources[i]);
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}
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basetexture_unload((IWineD3DBaseTexture *)iface);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
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return resource_get_type((IWineD3DResource *)iface);
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}
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static void * WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface)
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{
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TRACE("iface %p\n", iface);
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return ((IWineD3DVolumeTextureImpl *)iface)->resource.parent;
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}
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/* ******************************************************
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IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
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return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
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return basetexture_get_lod((IWineD3DBaseTexture *)iface);
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
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return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
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}
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static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
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return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
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}
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static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
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basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
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}
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/* Context activation is done by the caller. */
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface, BOOL srgb)
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{
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BOOL dummy;
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TRACE("iface %p, srgb %#x.\n", iface, srgb);
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return basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &dummy);
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}
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static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface)
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{
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TRACE("iface %p.\n", iface);
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return FALSE;
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface,
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UINT sub_resource_idx, WINED3DVOLUME_DESC *desc)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DVolume *volume;
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TRACE("iface %p, sub_resource_idx %u, desc %p.\n", iface, sub_resource_idx, desc);
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if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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IWineD3DVolume_GetDesc(volume, desc);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface,
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UINT sub_resource_idx, IWineD3DVolume **volume)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DVolume *v;
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TRACE("iface %p, sub_resource_idx %u, volume %p.\n", iface, sub_resource_idx, volume);
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if (!(v= (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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IWineD3DVolume_AddRef(v);
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*volume = v;
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TRACE("Returning volume %p.\n", *volume);
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_Map(IWineD3DVolumeTexture *iface,
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UINT sub_resource_idx, WINED3DLOCKED_BOX *locked_box, const WINED3DBOX *box, DWORD flags)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DVolume *volume;
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TRACE("iface %p, sub_resource_idx %u, locked_box %p, box %p, flags %#x.\n",
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iface, sub_resource_idx, locked_box, box, flags);
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if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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return IWineD3DVolume_Map(volume, locked_box, box, flags);
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_Unmap(IWineD3DVolumeTexture *iface, UINT sub_resource_idx)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DVolume *volume;
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TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx);
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if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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return IWineD3DVolume_Unmap(volume);
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, const WINED3DBOX *dirty_box)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DVolume *volume;
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TRACE("iface %p, dirty_box %p.\n", iface, dirty_box);
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if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0)))
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{
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WARN("Failed to get sub-resource.\n");
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return WINED3DERR_INVALIDCALL;
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}
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texture->baseTexture.texture_rgb.dirty = TRUE;
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texture->baseTexture.texture_srgb.dirty = TRUE;
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volume_add_dirty_box(volume, dirty_box);
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return WINED3D_OK;
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}
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static const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
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{
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/* IUnknown */
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IWineD3DVolumeTextureImpl_QueryInterface,
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IWineD3DVolumeTextureImpl_AddRef,
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IWineD3DVolumeTextureImpl_Release,
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/* resource */
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IWineD3DVolumeTextureImpl_GetParent,
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IWineD3DVolumeTextureImpl_SetPrivateData,
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IWineD3DVolumeTextureImpl_GetPrivateData,
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IWineD3DVolumeTextureImpl_FreePrivateData,
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IWineD3DVolumeTextureImpl_SetPriority,
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IWineD3DVolumeTextureImpl_GetPriority,
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IWineD3DVolumeTextureImpl_PreLoad,
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IWineD3DVolumeTextureImpl_UnLoad,
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IWineD3DVolumeTextureImpl_GetType,
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/* BaseTexture */
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IWineD3DVolumeTextureImpl_SetLOD,
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IWineD3DVolumeTextureImpl_GetLOD,
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IWineD3DVolumeTextureImpl_GetLevelCount,
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IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
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IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
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IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
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/* not in d3d */
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IWineD3DVolumeTextureImpl_BindTexture,
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IWineD3DVolumeTextureImpl_IsCondNP2,
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/* volume texture */
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IWineD3DVolumeTextureImpl_GetLevelDesc,
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IWineD3DVolumeTextureImpl_GetVolumeLevel,
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IWineD3DVolumeTextureImpl_Map,
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IWineD3DVolumeTextureImpl_Unmap,
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IWineD3DVolumeTextureImpl_AddDirtyBox
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};
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HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
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UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
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WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
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UINT tmp_w, tmp_h, tmp_d;
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unsigned int i;
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HRESULT hr;
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/* TODO: It should only be possible to create textures for formats
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* that are reported as supported. */
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if (WINED3DFMT_UNKNOWN >= format_id)
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{
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WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
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return WINED3DERR_INVALIDCALL;
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}
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if (!gl_info->supported[EXT_TEXTURE3D])
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{
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WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
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return WINED3DERR_INVALIDCALL;
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}
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/* Calculate levels for mip mapping. */
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if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
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{
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if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
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{
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WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (levels > 1)
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{
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WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
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return WINED3DERR_INVALIDCALL;
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}
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levels = 1;
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}
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else if (!levels)
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{
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levels = wined3d_log2i(max(max(width, height), depth)) + 1;
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TRACE("Calculated levels = %u.\n", levels);
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}
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texture->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
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hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 1, levels,
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WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool, parent, parent_ops);
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if (FAILED(hr))
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{
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WARN("Failed to initialize basetexture, returning %#x.\n", hr);
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return hr;
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}
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/* Is NP2 support for volumes needed? */
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texture->baseTexture.pow2Matrix[0] = 1.0f;
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texture->baseTexture.pow2Matrix[5] = 1.0f;
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texture->baseTexture.pow2Matrix[10] = 1.0f;
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texture->baseTexture.pow2Matrix[15] = 1.0f;
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texture->baseTexture.target = GL_TEXTURE_3D;
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|
/* 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;
|
|
}
|