407 lines
14 KiB
C
407 lines
14 KiB
C
/*
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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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/* Context activation is done by the caller. */
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static HRESULT volumetexture_bind(IWineD3DBaseTextureImpl *texture,
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const struct wined3d_gl_info *gl_info, BOOL srgb)
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{
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BOOL dummy;
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TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);
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return basetexture_bind(texture, gl_info, srgb, &dummy);
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}
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/* Do not call while under the GL lock. */
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static void volumetexture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb)
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{
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IWineD3DDeviceImpl *device = texture->resource.device;
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struct wined3d_context *context = NULL;
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BOOL srgb_mode = texture->baseTexture.is_srgb;
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BOOL srgb_was_toggled = FALSE;
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unsigned int i;
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TRACE("texture %p, srgb %#x.\n", texture, srgb);
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if (!device->isInDraw) context = context_acquire(device, NULL);
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else if (texture->baseTexture.bindCount > 0)
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{
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srgb_mode = device->stateBlock->state.sampler_states[texture->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
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srgb_was_toggled = texture->baseTexture.is_srgb != srgb_mode;
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texture->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 (texture->baseTexture.texture_rgb.dirty)
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{
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for (i = 0; i < texture->baseTexture.level_count; ++i)
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{
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volume_load(volume_from_resource(texture->baseTexture.sub_resources[i]), 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 < texture->baseTexture.level_count; ++i)
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{
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IWineD3DVolumeImpl *volume = volume_from_resource(texture->baseTexture.sub_resources[i]);
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volume_add_dirty_box(volume, NULL);
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volume_load(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("Texture %p not dirty, nothing to do.\n", texture);
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}
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if (context) context_release(context);
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/* No longer dirty */
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texture->baseTexture.texture_rgb.dirty = FALSE;
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}
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/* Do not call while under the GL lock. */
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static void volumetexture_unload(struct wined3d_resource *resource)
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{
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IWineD3DBaseTextureImpl *texture = basetexture_from_resource(resource);
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unsigned int i;
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TRACE("texture %p.\n", texture);
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for (i = 0; i < texture->baseTexture.level_count; ++i)
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{
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struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];
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sub_resource->resource_ops->resource_unload(sub_resource);
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}
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basetexture_unload(texture);
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}
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static const struct wined3d_texture_ops volumetexture_ops =
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{
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volumetexture_bind,
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volumetexture_preload,
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};
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static const struct wined3d_resource_ops volumetexture_resource_ops =
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{
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volumetexture_unload,
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};
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static void volumetexture_cleanup(IWineD3DBaseTextureImpl *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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struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i];
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if (sub_resource)
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{
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IWineD3DVolumeImpl *volume = volume_from_resource(sub_resource);
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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((IWineD3DBaseTextureImpl *)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(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)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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{
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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(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)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(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)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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static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DBaseTexture *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(&((IWineD3DBaseTextureImpl *)iface)->resource, riid, data, data_size, flags);
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface,
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REFGUID guid, void *data, DWORD *data_size)
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{
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return resource_get_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, guid, data, data_size);
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid)
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{
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return resource_free_private_data(&((IWineD3DBaseTextureImpl *)iface)->resource, refguid);
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD priority)
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{
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return resource_set_priority(&((IWineD3DBaseTextureImpl *)iface)->resource, priority);
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DBaseTexture *iface)
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{
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return resource_get_priority(&((IWineD3DBaseTextureImpl *)iface)->resource);
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}
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static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DBaseTexture *iface)
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{
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volumetexture_preload((IWineD3DBaseTextureImpl *)iface, SRGB_ANY);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DBaseTexture *iface)
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{
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return resource_get_type(&((IWineD3DBaseTextureImpl *)iface)->resource);
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}
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static void * WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DBaseTexture *iface)
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{
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TRACE("iface %p\n", iface);
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return ((IWineD3DBaseTextureImpl *)iface)->resource.parent;
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew)
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{
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return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew);
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DBaseTexture *iface)
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{
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return basetexture_get_lod((IWineD3DBaseTextureImpl *)iface);
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface)
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{
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return basetexture_get_level_count((IWineD3DBaseTextureImpl *)iface);
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface,
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WINED3DTEXTUREFILTERTYPE FilterType)
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{
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return basetexture_set_autogen_filter_type((IWineD3DBaseTextureImpl *)iface, FilterType);
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}
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static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface)
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{
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return basetexture_get_autogen_filter_type((IWineD3DBaseTextureImpl *)iface);
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}
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static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface)
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{
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basetexture_generate_mipmaps((IWineD3DBaseTextureImpl *)iface);
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}
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static struct wined3d_resource * WINAPI IWineD3DVolumeTextureImpl_GetSubResource(IWineD3DBaseTexture *iface,
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UINT sub_resource_idx)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx);
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return basetexture_get_sub_resource(texture, sub_resource_idx);
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyRegion(IWineD3DBaseTexture *iface,
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UINT layer, const WINED3DBOX *dirty_region)
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{
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
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struct wined3d_resource *sub_resource;
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TRACE("iface %p, layer %u, dirty_region %p.\n", iface, layer, dirty_region);
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if (!(sub_resource = basetexture_get_sub_resource(texture, layer * texture->baseTexture.level_count)))
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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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basetexture_set_dirty(texture, TRUE);
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volume_add_dirty_box(volume_from_resource(sub_resource), dirty_region);
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return WINED3D_OK;
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}
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static const IWineD3DBaseTextureVtbl 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_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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IWineD3DVolumeTextureImpl_GetSubResource,
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IWineD3DVolumeTextureImpl_AddDirtyRegion,
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};
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HRESULT volumetexture_init(IWineD3DBaseTextureImpl *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, &volumetexture_ops,
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1, levels, WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool,
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parent, parent_ops, &volumetexture_resource_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. */
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tmp_w = width;
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tmp_h = height;
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tmp_d = depth;
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for (i = 0; i < texture->baseTexture.level_count; ++i)
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{
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IWineD3DVolume *volume;
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/* Create the volume. */
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hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
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tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
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if (FAILED(hr))
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{
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ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
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volumetexture_cleanup(texture);
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return hr;
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}
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/* Set its container to this texture. */
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volume_set_container((IWineD3DVolumeImpl *)volume, texture);
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texture->baseTexture.sub_resources[i] = &((IWineD3DVolumeImpl *)volume)->resource;
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/* Calculate the next mipmap level. */
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tmp_w = max(1, tmp_w >> 1);
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tmp_h = max(1, tmp_h >> 1);
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tmp_d = max(1, tmp_d >> 1);
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}
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return WINED3D_OK;
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}
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