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[wine/multimedia.git] / dlls / wined3d / volumetexture.c
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1 /*
2 * IWineD3DVolumeTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
29 /* *******************************************
30 IWineD3DTexture IUnknown parts follow
31 ******************************************* */
32 HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
34 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
35 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
36 if (IsEqualGUID(riid, &IID_IUnknown)
37 || IsEqualGUID(riid, &IID_IWineD3DBase)
38 || IsEqualGUID(riid, &IID_IWineD3DResource)
39 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
40 || IsEqualGUID(riid, &IID_IWineD3DVolumeTexture)) {
41 IUnknown_AddRef(iface);
42 *ppobj = This;
43 return D3D_OK;
45 return E_NOINTERFACE;
48 ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
49 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
50 TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
51 return InterlockedIncrement(&This->resource.ref);
54 ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
55 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
56 ULONG ref;
57 int i;
58 TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
59 ref = InterlockedDecrement(&This->resource.ref);
60 if (ref == 0) {
61 for (i = 0; i < This->baseTexture.levels; i++) {
62 if (This->volumes[i] != NULL) {
63 /* Since the volumes were created by callback, the texture is
64 * keeping the reference to the parent, so the texture should
65 * release it. */
66 IUnknown *volumeParent = NULL;
68 TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
70 /* Cleanup the container */
71 IWineD3DVolume_SetContainer(This->volumes[i], 0);
72 /* Now, release the parent, which will take care of cleaning up the volume for us */
73 IWineD3DVolume_GetParent(This->volumes[i], &volumeParent);
74 IUnknown_Release(volumeParent); /* Once for the reference GetParent added */
75 IUnknown_Release(volumeParent); /* Once for the reference we're keeping */
78 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
79 HeapFree(GetProcessHeap(), 0, This);
81 return ref;
84 /* ****************************************************
85 IWineD3DVolumeTexture IWineD3DResource parts follow
86 **************************************************** */
87 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
88 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
91 HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
92 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
95 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
96 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
99 HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
100 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
103 DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
104 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
107 DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
108 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
111 void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
112 /* Overrider the IWineD3DResource Preload method */
113 UINT i;
114 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
116 TRACE("(%p) : About to load texture\n", This);
118 IWineD3DVolumeTexture_BindTexture(iface);
120 ENTER_GL();
121 /* If were dirty then reload the volumes */
122 if(This->baseTexture.dirty != FALSE) {
123 for (i = 0; i < This->baseTexture.levels; i++) {
124 IWineD3DVolume_LoadTexture(This->volumes[i], i);
127 /* No longer dirty */
128 This->baseTexture.dirty = FALSE;
130 LEAVE_GL();
132 return ;
135 WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
136 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
139 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
140 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
143 /* ******************************************************
144 IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
145 ****************************************************** */
146 DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
147 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
150 DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
151 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
154 DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
155 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
158 HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
159 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
162 D3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
163 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
166 void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
167 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
170 /* Internal function, No d3d mapping */
171 BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
172 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
175 BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
176 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
179 HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
180 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
181 TRACE("(%p) : relay to BaseTexture\n", This);
182 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
185 HRESULT WINAPI IWineD3DVolumeTextureImpl_UnBindTexture(IWineD3DVolumeTexture *iface) {
186 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
187 TRACE("(%p) : relay to BaseTexture\n", This);
188 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
191 UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
192 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
193 TRACE("(%p)\n", This);
194 return GL_TEXTURE_3D;
197 void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTexture *iface,
198 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
199 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
200 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
201 TRACE("(%p) : nothing to do, passing to base texture\n", This);
202 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
206 /* *******************************************
207 IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
208 ******************************************* */
209 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
210 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
211 if (Level < This->baseTexture.levels) {
212 TRACE("(%p) Level (%d)\n", This, Level);
213 return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
214 } else {
215 FIXME("(%p) Level (%d)\n", This, Level);
217 return D3D_OK;
219 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
220 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
221 if (Level < This->baseTexture.levels) {
222 *ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
223 IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
224 TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
225 } else {
226 FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
227 return D3DERR_INVALIDCALL;
229 return D3D_OK;
232 HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
233 HRESULT hr;
234 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
236 if (Level < This->baseTexture.levels) {
237 hr = IWineD3DVolume_LockBox((IWineD3DVolume *)This->volumes[Level], pLockedVolume, pBox, Flags);
238 TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
240 } else {
241 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
242 return D3DERR_INVALIDCALL;
244 return hr;
247 HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
248 HRESULT hr;
249 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
251 if (Level < This->baseTexture.levels) {
252 hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) This->volumes[Level]);
253 TRACE("(%p) -> level(%d) success(%lu)\n", This, Level, hr);
255 } else {
256 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
257 return D3DERR_INVALIDCALL;
259 return hr;
262 HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST D3DBOX* pDirtyBox) {
263 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
264 This->baseTexture.dirty = TRUE;
265 TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
266 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
269 const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
271 /* IUnknown */
272 IWineD3DVolumeTextureImpl_QueryInterface,
273 IWineD3DVolumeTextureImpl_AddRef,
274 IWineD3DVolumeTextureImpl_Release,
275 /* resource */
276 IWineD3DVolumeTextureImpl_GetParent,
277 IWineD3DVolumeTextureImpl_GetDevice,
278 IWineD3DVolumeTextureImpl_SetPrivateData,
279 IWineD3DVolumeTextureImpl_GetPrivateData,
280 IWineD3DVolumeTextureImpl_FreePrivateData,
281 IWineD3DVolumeTextureImpl_SetPriority,
282 IWineD3DVolumeTextureImpl_GetPriority,
283 IWineD3DVolumeTextureImpl_PreLoad,
284 IWineD3DVolumeTextureImpl_GetType,
285 /* BaseTexture */
286 IWineD3DVolumeTextureImpl_SetLOD,
287 IWineD3DVolumeTextureImpl_GetLOD,
288 IWineD3DVolumeTextureImpl_GetLevelCount,
289 IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
290 IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
291 IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
292 IWineD3DVolumeTextureImpl_SetDirty,
293 IWineD3DVolumeTextureImpl_GetDirty,
294 /* not in d3d */
295 IWineD3DVolumeTextureImpl_BindTexture,
296 IWineD3DVolumeTextureImpl_UnBindTexture,
297 IWineD3DVolumeTextureImpl_GetTextureDimensions,
298 IWineD3DVolumeTextureImpl_ApplyStateChanges,
299 /* volume texture */
300 IWineD3DVolumeTextureImpl_GetLevelDesc,
301 IWineD3DVolumeTextureImpl_GetVolumeLevel,
302 IWineD3DVolumeTextureImpl_LockBox,
303 IWineD3DVolumeTextureImpl_UnlockBox,
304 IWineD3DVolumeTextureImpl_AddDirtyBox