Sweden-Number/dlls/wined3d/volumetexture.c

482 lines
17 KiB
C

/*
* IWineD3DVolumeTexture implementation
*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* 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 "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
/* Do not call while under the GL lock. */
static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
{
/* Override the IWineD3DResource Preload method. */
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_context *context = NULL;
BOOL srgb_mode = This->baseTexture.is_srgb;
BOOL srgb_was_toggled = FALSE;
unsigned int i;
TRACE("(%p) : About to load texture.\n", This);
if (!device->isInDraw) context = context_acquire(device, NULL);
else if (gl_info->supported[EXT_TEXTURE_SRGB] && This->baseTexture.bindCount > 0)
{
srgb_mode = device->stateBlock->state.sampler_states[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
This->baseTexture.is_srgb = srgb_mode;
}
/* If the texture is marked dirty or the srgb sampler setting has changed
* since the last load then reload the volumes. */
if (This->baseTexture.texture_rgb.dirty)
{
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
}
}
else if (srgb_was_toggled)
{
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
volume_add_dirty_box(volume, NULL);
IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
}
}
else
{
TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
}
if (context) context_release(context);
/* No longer dirty */
This->baseTexture.texture_rgb.dirty = FALSE;
}
static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This)
{
unsigned int i;
TRACE("(%p) : Cleaning up.\n", This);
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)This->baseTexture.sub_resources[i];
if (volume)
{
/* Cleanup the container. */
volume_set_container(volume, NULL);
IWineD3DVolume_Release((IWineD3DVolume *)volume);
}
}
basetexture_cleanup((IWineD3DBaseTexture *)This);
}
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
|| IsEqualGUID(riid, &IID_IWineD3DVolumeTexture)) {
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
return InterlockedIncrement(&This->resource.ref);
}
/* Do not call while under the GL lock. */
static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (!ref)
{
volumetexture_cleanup(This);
This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
IWineD3DVolumeTexture IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
return resource_get_priority((IWineD3DResource *)iface);
}
static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
volumetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface) {
unsigned int i;
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p)\n", This);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine
*/
for (i = 0; i < This->baseTexture.level_count; ++i)
{
IWineD3DVolume_UnLoad((IWineD3DVolume *)This->baseTexture.sub_resources[i]);
}
basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
return resource_get_type((IWineD3DResource *)iface);
}
static void * WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface)
{
TRACE("iface %p\n", iface);
return ((IWineD3DVolumeTextureImpl *)iface)->resource.parent;
}
/* ******************************************************
IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
/* Context activation is done by the caller. */
static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface, BOOL srgb)
{
BOOL dummy;
TRACE("iface %p, srgb %#x.\n", iface, srgb);
return basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &dummy);
}
static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface)
{
TRACE("iface %p.\n", iface);
return FALSE;
}
/* *******************************************
IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface,
UINT level, WINED3DVOLUME_DESC *desc)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
IWineD3DVolume *volume;
TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
IWineD3DVolume_GetDesc(volume, desc);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface,
UINT level, IWineD3DVolume **volume)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
IWineD3DVolume *v;
TRACE("iface %p, level %u, volume %p.\n", iface, level, volume);
if (!(v = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
IWineD3DVolume_AddRef(v);
*volume = v;
TRACE("Returning volume %p.\n", *volume);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_Map(IWineD3DVolumeTexture *iface,
UINT level, WINED3DLOCKED_BOX *locked_box, const WINED3DBOX *box, DWORD flags)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
IWineD3DVolume *volume;
TRACE("iface %p, level %u, locked_box %p, box %p, flags %#x.\n",
iface, level, locked_box, box, flags);
if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
return IWineD3DVolume_Map(volume, locked_box, box, flags);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_Unmap(IWineD3DVolumeTexture *iface, UINT level)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
IWineD3DVolume *volume;
TRACE("iface %p, level %u.\n", iface, level);
if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
return IWineD3DVolume_Unmap(volume);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, const WINED3DBOX *dirty_box)
{
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
IWineD3DVolume *volume;
TRACE("iface %p, dirty_box %p.\n", iface, dirty_box);
if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, 0)))
{
WARN("Failed to get sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
texture->baseTexture.texture_rgb.dirty = TRUE;
texture->baseTexture.texture_srgb.dirty = TRUE;
volume_add_dirty_box(volume, dirty_box);
return WINED3D_OK;
}
static const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
{
/* IUnknown */
IWineD3DVolumeTextureImpl_QueryInterface,
IWineD3DVolumeTextureImpl_AddRef,
IWineD3DVolumeTextureImpl_Release,
/* resource */
IWineD3DVolumeTextureImpl_GetParent,
IWineD3DVolumeTextureImpl_SetPrivateData,
IWineD3DVolumeTextureImpl_GetPrivateData,
IWineD3DVolumeTextureImpl_FreePrivateData,
IWineD3DVolumeTextureImpl_SetPriority,
IWineD3DVolumeTextureImpl_GetPriority,
IWineD3DVolumeTextureImpl_PreLoad,
IWineD3DVolumeTextureImpl_UnLoad,
IWineD3DVolumeTextureImpl_GetType,
/* BaseTexture */
IWineD3DVolumeTextureImpl_SetLOD,
IWineD3DVolumeTextureImpl_GetLOD,
IWineD3DVolumeTextureImpl_GetLevelCount,
IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
IWineD3DVolumeTextureImpl_SetDirty,
IWineD3DVolumeTextureImpl_GetDirty,
/* not in d3d */
IWineD3DVolumeTextureImpl_BindTexture,
IWineD3DVolumeTextureImpl_IsCondNP2,
/* volume texture */
IWineD3DVolumeTextureImpl_GetLevelDesc,
IWineD3DVolumeTextureImpl_GetVolumeLevel,
IWineD3DVolumeTextureImpl_Map,
IWineD3DVolumeTextureImpl_Unmap,
IWineD3DVolumeTextureImpl_AddDirtyBox
};
HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
UINT tmp_w, tmp_h, tmp_d;
unsigned int i;
HRESULT hr;
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if (WINED3DFMT_UNKNOWN >= format_id)
{
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
return WINED3DERR_INVALIDCALL;
}
if (!gl_info->supported[EXT_TEXTURE3D])
{
WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
return WINED3DERR_INVALIDCALL;
}
/* Calculate levels for mip mapping. */
if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
{
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
{
WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (levels > 1)
{
WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
levels = 1;
}
else if (!levels)
{
levels = wined3d_log2i(max(max(width, height), depth)) + 1;
TRACE("Calculated levels = %u.\n", levels);
}
texture->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 1, levels,
WINED3DRTYPE_VOLUMETEXTURE, device, 0, usage, format, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize basetexture, returning %#x.\n", hr);
return hr;
}
/* Is NP2 support for volumes needed? */
texture->baseTexture.pow2Matrix[0] = 1.0f;
texture->baseTexture.pow2Matrix[5] = 1.0f;
texture->baseTexture.pow2Matrix[10] = 1.0f;
texture->baseTexture.pow2Matrix[15] = 1.0f;
texture->baseTexture.target = GL_TEXTURE_3D;
/* 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;
}