296 lines
13 KiB
C
296 lines
13 KiB
C
/*
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* IDirect3DVolumeTexture9 implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Raphael Junqueira
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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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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/* *******************************************
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IWineD3DTexture IUnknown parts follow
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******************************************* */
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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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WARN("(%p)->(%s,%p) should not be called\n",This,debugstr_guid(riid),ppobj);
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return E_NOINTERFACE;
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}
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ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
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IUnknown_AddRef(This->resource.parent);
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return InterlockedIncrement(&This->resource.ref);
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}
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ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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ULONG ref;
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int i;
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TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
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ref = InterlockedDecrement(&This->resource.ref);
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if (ref == 0) {
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for (i = 0; i < This->baseTexture.levels; i++) {
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if (This->volumes[i] != NULL) {
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TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
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IWineD3DVolume_Release((IWineD3DSurface *) This->volumes[i]);
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}
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}
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IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
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HeapFree(GetProcessHeap(), 0, This);
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} else {
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IUnknown_Release(This->resource.parent); /* Released the reference to the d3dx object */
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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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HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
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/* Overrider the IWineD3DResource Preload method */
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unsigned int i;
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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TRACE("(%p) : About to load texture\n", This);
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ENTER_GL();
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for (i = 0; i < This->baseTexture.levels; i++) {
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if (i == 0 && This->volumes[i]->textureName != 0 && This->baseTexture.dirty == FALSE) {
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glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
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checkGLcall("glBindTexture");
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TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
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/* No need to walk through all mip-map levels, since already all assigned */
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i = This->baseTexture.levels;
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} else {
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if (i == 0) {
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if (This->volumes[i]->textureName == 0) {
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glGenTextures(1, &This->volumes[i]->textureName);
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checkGLcall("glGenTextures");
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TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
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}
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glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
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checkGLcall("glBindTexture");
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TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1);
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checkGLcall("glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
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}
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TRACE("Calling glTexImage3D %x i=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
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GL_TEXTURE_3D,
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i,
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D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
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This->volumes[i]->currentDesc.Width,
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This->volumes[i]->currentDesc.Height,
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This->volumes[i]->currentDesc.Depth,
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0,
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D3DFmt2GLFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
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D3DFmt2GLType(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
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This->volumes[i]->allocatedMemory);
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glTexImage3D(GL_TEXTURE_3D,
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i,
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D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
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This->volumes[i]->currentDesc.Width,
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This->volumes[i]->currentDesc.Height,
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This->volumes[i]->currentDesc.Depth,
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0,
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D3DFmt2GLFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
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D3DFmt2GLType(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
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This->volumes[i]->allocatedMemory);
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checkGLcall("glTexImage3D");
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This->baseTexture.dirty = FALSE;
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}
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}
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LEAVE_GL();
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return ;
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}
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D3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
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return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
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}
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DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
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}
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DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
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return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
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}
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D3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
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}
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void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
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}
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/* Internal function, No d3d mapping */
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BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
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return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, TRUE);
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}
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BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
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}
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/* *******************************************
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IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
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******************************************* */
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HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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TRACE("(%p) Level (%d)\n", This, Level);
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return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
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} else {
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FIXME("(%p) Level (%d)\n", This, Level);
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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*ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
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IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
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TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
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} else {
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FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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}
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return D3D_OK;
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
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HRESULT hr;
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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hr = IWineD3DVolume_LockBox((IWineD3DVolume *)This->volumes[Level], pLockedVolume, pBox, Flags);
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TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
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} else {
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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}
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return hr;
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
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HRESULT hr;
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) This->volumes[Level]);
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TRACE("(%p) -> level(%d) success(%lu)\n", This, Level, hr);
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} else {
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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}
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return hr;
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}
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HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST D3DBOX* pDirtyBox) {
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IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
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This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
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return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
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}
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IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
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{
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IWineD3DVolumeTextureImpl_QueryInterface,
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IWineD3DVolumeTextureImpl_AddRef,
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IWineD3DVolumeTextureImpl_Release,
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IWineD3DVolumeTextureImpl_GetParent,
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IWineD3DVolumeTextureImpl_GetDevice,
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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_GetType,
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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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IWineD3DVolumeTextureImpl_SetDirty,
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IWineD3DVolumeTextureImpl_GetDirty,
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IWineD3DVolumeTextureImpl_GetLevelDesc,
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IWineD3DVolumeTextureImpl_GetVolumeLevel,
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IWineD3DVolumeTextureImpl_LockBox,
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IWineD3DVolumeTextureImpl_UnlockBox,
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IWineD3DVolumeTextureImpl_AddDirtyBox
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};
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