wined3d: Recognize the SM4 NULL register type.
[wine/multimedia.git] / dlls / wined3d / volumetexture.c
bloba2c0c6d796a97cc488e40b3cbd929f8f9ecf58ac
1 /*
2 * IWineD3DVolumeTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
29 /* Do not call while under the GL lock. */
30 static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
32 /* Override the IWineD3DResource Preload method. */
33 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
34 IWineD3DDeviceImpl *device = This->resource.device;
35 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
36 struct wined3d_context *context = NULL;
37 BOOL srgb_mode = This->baseTexture.is_srgb;
38 BOOL srgb_was_toggled = FALSE;
39 unsigned int i;
41 TRACE("(%p) : About to load texture.\n", This);
43 if (!device->isInDraw) context = context_acquire(device, NULL);
44 else if (gl_info->supported[EXT_TEXTURE_SRGB] && This->baseTexture.bindCount > 0)
46 srgb_mode = device->stateBlock->state.sampler_states[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
47 srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
48 This->baseTexture.is_srgb = srgb_mode;
51 /* If the texture is marked dirty or the srgb sampler setting has changed
52 * since the last load then reload the volumes. */
53 if (This->baseTexture.texture_rgb.dirty)
55 for (i = 0; i < This->baseTexture.level_count; ++i)
57 IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
58 IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
61 else if (srgb_was_toggled)
63 for (i = 0; i < This->baseTexture.level_count; ++i)
65 IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
66 volume_add_dirty_box(volume, NULL);
67 IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
70 else
72 TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
75 if (context) context_release(context);
77 /* No longer dirty */
78 This->baseTexture.texture_rgb.dirty = FALSE;
81 static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This)
83 unsigned int i;
85 TRACE("(%p) : Cleaning up.\n", This);
87 for (i = 0; i < This->baseTexture.level_count; ++i)
89 IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)This->baseTexture.sub_resources[i];
91 if (volume)
93 /* Cleanup the container. */
94 volume_set_container(volume, NULL);
95 IWineD3DVolume_Release((IWineD3DVolume *)volume);
98 basetexture_cleanup((IWineD3DBaseTexture *)This);
101 /* *******************************************
102 IWineD3DTexture IUnknown parts follow
103 ******************************************* */
105 static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
107 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
108 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
109 if (IsEqualGUID(riid, &IID_IUnknown)
110 || IsEqualGUID(riid, &IID_IWineD3DBase)
111 || IsEqualGUID(riid, &IID_IWineD3DResource)
112 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
113 || IsEqualGUID(riid, &IID_IWineD3DVolumeTexture)) {
114 IUnknown_AddRef(iface);
115 *ppobj = This;
116 return S_OK;
118 *ppobj = NULL;
119 return E_NOINTERFACE;
122 static ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
123 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
124 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
125 return InterlockedIncrement(&This->resource.ref);
128 /* Do not call while under the GL lock. */
129 static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
130 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
131 ULONG ref;
132 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
133 ref = InterlockedDecrement(&This->resource.ref);
134 if (!ref)
136 volumetexture_cleanup(This);
137 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
138 HeapFree(GetProcessHeap(), 0, This);
140 return ref;
143 /* ****************************************************
144 IWineD3DVolumeTexture IWineD3DResource parts follow
145 **************************************************** */
146 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
147 return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
150 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
151 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
154 static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
155 return resource_free_private_data((IWineD3DResource *)iface, refguid);
158 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
159 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
162 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
163 return resource_get_priority((IWineD3DResource *)iface);
166 static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
167 volumetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
170 /* Do not call while under the GL lock. */
171 static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface) {
172 unsigned int i;
173 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
174 TRACE("(%p)\n", This);
176 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
177 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
178 * surface is fine
180 for (i = 0; i < This->baseTexture.level_count; ++i)
182 IWineD3DVolume_UnLoad((IWineD3DVolume *)This->baseTexture.sub_resources[i]);
185 basetexture_unload((IWineD3DBaseTexture *)iface);
188 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
189 return resource_get_type((IWineD3DResource *)iface);
192 static void * WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface)
194 TRACE("iface %p\n", iface);
196 return ((IWineD3DVolumeTextureImpl *)iface)->resource.parent;
199 /* ******************************************************
200 IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
201 ****************************************************** */
202 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
203 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
206 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
207 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
210 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
211 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
214 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
215 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
218 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
219 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
222 static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
223 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
226 /* Internal function, No d3d mapping */
227 static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
228 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
231 static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
232 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
235 /* Context activation is done by the caller. */
236 static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface, BOOL srgb)
238 BOOL dummy;
240 TRACE("iface %p, srgb %#x.\n", iface, srgb);
242 return basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &dummy);
245 static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface)
247 TRACE("iface %p.\n", iface);
249 return FALSE;
252 /* *******************************************
253 IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
254 ******************************************* */
255 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface,
256 UINT level, WINED3DVOLUME_DESC *desc)
258 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
259 IWineD3DVolume *volume;
261 TRACE("iface %p, level %u, desc %p.\n", iface, level, desc);
263 if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
265 WARN("Failed to get sub-resource.\n");
266 return WINED3DERR_INVALIDCALL;
269 IWineD3DVolume_GetDesc(volume, desc);
271 return WINED3D_OK;
274 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface,
275 UINT level, IWineD3DVolume **volume)
277 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
278 IWineD3DVolume *v;
280 TRACE("iface %p, level %u, volume %p.\n", iface, level, volume);
282 if (!(v = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
284 WARN("Failed to get sub-resource.\n");
285 return WINED3DERR_INVALIDCALL;
288 IWineD3DVolume_AddRef(v);
289 *volume = v;
291 TRACE("Returning volume %p.\n", *volume);
293 return WINED3D_OK;
296 static HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface,
297 UINT level, WINED3DLOCKED_BOX *locked_box, const WINED3DBOX *box, DWORD flags)
299 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
300 IWineD3DVolume *volume;
302 TRACE("iface %p, level %u, locked_box %p, box %p, flags %#x.\n",
303 iface, level, locked_box, box, flags);
305 if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
307 WARN("Failed to get sub-resource.\n");
308 return WINED3DERR_INVALIDCALL;
311 return IWineD3DVolume_LockBox(volume, locked_box, box, flags);
314 static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT level)
316 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
317 IWineD3DVolume *volume;
319 TRACE("iface %p, level %u.\n", iface, level);
321 if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, level)))
323 WARN("Failed to get sub-resource.\n");
324 return WINED3DERR_INVALIDCALL;
327 return IWineD3DVolume_UnlockBox(volume);
330 static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, const WINED3DBOX *dirty_box)
332 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
333 IWineD3DVolume *volume;
335 TRACE("iface %p, dirty_box %p.\n", iface, dirty_box);
337 if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0, 0)))
339 WARN("Failed to get sub-resource.\n");
340 return WINED3DERR_INVALIDCALL;
343 texture->baseTexture.texture_rgb.dirty = TRUE;
344 texture->baseTexture.texture_srgb.dirty = TRUE;
345 volume_add_dirty_box(volume, dirty_box);
347 return WINED3D_OK;
350 static const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
352 /* IUnknown */
353 IWineD3DVolumeTextureImpl_QueryInterface,
354 IWineD3DVolumeTextureImpl_AddRef,
355 IWineD3DVolumeTextureImpl_Release,
356 /* resource */
357 IWineD3DVolumeTextureImpl_GetParent,
358 IWineD3DVolumeTextureImpl_SetPrivateData,
359 IWineD3DVolumeTextureImpl_GetPrivateData,
360 IWineD3DVolumeTextureImpl_FreePrivateData,
361 IWineD3DVolumeTextureImpl_SetPriority,
362 IWineD3DVolumeTextureImpl_GetPriority,
363 IWineD3DVolumeTextureImpl_PreLoad,
364 IWineD3DVolumeTextureImpl_UnLoad,
365 IWineD3DVolumeTextureImpl_GetType,
366 /* BaseTexture */
367 IWineD3DVolumeTextureImpl_SetLOD,
368 IWineD3DVolumeTextureImpl_GetLOD,
369 IWineD3DVolumeTextureImpl_GetLevelCount,
370 IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
371 IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
372 IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
373 IWineD3DVolumeTextureImpl_SetDirty,
374 IWineD3DVolumeTextureImpl_GetDirty,
375 /* not in d3d */
376 IWineD3DVolumeTextureImpl_BindTexture,
377 IWineD3DVolumeTextureImpl_IsCondNP2,
378 /* volume texture */
379 IWineD3DVolumeTextureImpl_GetLevelDesc,
380 IWineD3DVolumeTextureImpl_GetVolumeLevel,
381 IWineD3DVolumeTextureImpl_LockBox,
382 IWineD3DVolumeTextureImpl_UnlockBox,
383 IWineD3DVolumeTextureImpl_AddDirtyBox
386 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
387 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
388 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
390 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
391 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
392 UINT tmp_w, tmp_h, tmp_d;
393 unsigned int i;
394 HRESULT hr;
396 /* TODO: It should only be possible to create textures for formats
397 * that are reported as supported. */
398 if (WINED3DFMT_UNKNOWN >= format_id)
400 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
401 return WINED3DERR_INVALIDCALL;
404 if (!gl_info->supported[EXT_TEXTURE3D])
406 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
407 return WINED3DERR_INVALIDCALL;
410 /* Calculate levels for mip mapping. */
411 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
413 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
415 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
416 return WINED3DERR_INVALIDCALL;
419 if (levels > 1)
421 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
422 return WINED3DERR_INVALIDCALL;
425 levels = 1;
427 else if (!levels)
429 levels = wined3d_log2i(max(max(width, height), depth)) + 1;
430 TRACE("Calculated levels = %u.\n", levels);
433 texture->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
435 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 1, levels,
436 WINED3DRTYPE_VOLUMETEXTURE, device, 0, usage, format, pool, parent, parent_ops);
437 if (FAILED(hr))
439 WARN("Failed to initialize basetexture, returning %#x.\n", hr);
440 return hr;
443 /* Is NP2 support for volumes needed? */
444 texture->baseTexture.pow2Matrix[0] = 1.0f;
445 texture->baseTexture.pow2Matrix[5] = 1.0f;
446 texture->baseTexture.pow2Matrix[10] = 1.0f;
447 texture->baseTexture.pow2Matrix[15] = 1.0f;
448 texture->baseTexture.target = GL_TEXTURE_3D;
450 /* Generate all the surfaces. */
451 tmp_w = width;
452 tmp_h = height;
453 tmp_d = depth;
455 for (i = 0; i < texture->baseTexture.level_count; ++i)
457 IWineD3DVolume *volume;
459 /* Create the volume. */
460 hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
461 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
462 if (FAILED(hr))
464 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
465 volumetexture_cleanup(texture);
466 return hr;
469 /* Set its container to this texture. */
470 volume_set_container((IWineD3DVolumeImpl *)volume, texture);
471 texture->baseTexture.sub_resources[i] = (IWineD3DResourceImpl *)volume;
473 /* Calculate the next mipmap level. */
474 tmp_w = max(1, tmp_w >> 1);
475 tmp_h = max(1, tmp_h >> 1);
476 tmp_d = max(1, tmp_d >> 1);
478 texture->baseTexture.internal_preload = volumetexture_internal_preload;
480 return WINED3D_OK;