user32: Reimplement UserYield using PeekMessageW.
[wine/multimedia.git] / dlls / wined3d / volumetexture.c
blob4cea3a016389a6fba0db50f37166bc562fa9c8bb
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 static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
31 /* Override the IWineD3DResource Preload method. */
32 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
33 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
34 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
35 struct wined3d_context *context = NULL;
36 BOOL srgb_mode = This->baseTexture.is_srgb;
37 BOOL srgb_was_toggled = FALSE;
38 unsigned int i;
40 TRACE("(%p) : About to load texture.\n", This);
42 if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
43 else if (gl_info->supported[EXT_TEXTURE_SRGB] && This->baseTexture.bindCount > 0)
45 srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
46 srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
47 This->baseTexture.is_srgb = srgb_mode;
50 /* If the texture is marked dirty or the srgb sampler setting has changed
51 * since the last load then reload the volumes. */
52 if (This->baseTexture.texture_rgb.dirty)
54 for (i = 0; i < This->baseTexture.levels; ++i)
56 IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
59 else if (srgb_was_toggled)
61 for (i = 0; i < This->baseTexture.levels; ++i)
63 volume_add_dirty_box(This->volumes[i], NULL);
64 IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
67 else
69 TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
72 if (context) context_release(context);
74 /* No longer dirty */
75 This->baseTexture.texture_rgb.dirty = FALSE;
78 static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This)
80 unsigned int i;
82 TRACE("(%p) : Cleaning up.\n", This);
84 for (i = 0; i < This->baseTexture.levels; ++i)
86 IWineD3DVolume *volume = This->volumes[i];
88 if (volume)
90 /* Cleanup the container. */
91 IWineD3DVolume_SetContainer(volume, NULL);
92 IWineD3DVolume_Release(volume);
95 basetexture_cleanup((IWineD3DBaseTexture *)This);
98 /* *******************************************
99 IWineD3DTexture IUnknown parts follow
100 ******************************************* */
102 static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
104 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
105 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
106 if (IsEqualGUID(riid, &IID_IUnknown)
107 || IsEqualGUID(riid, &IID_IWineD3DBase)
108 || IsEqualGUID(riid, &IID_IWineD3DResource)
109 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
110 || IsEqualGUID(riid, &IID_IWineD3DVolumeTexture)) {
111 IUnknown_AddRef(iface);
112 *ppobj = This;
113 return S_OK;
115 *ppobj = NULL;
116 return E_NOINTERFACE;
119 static ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
120 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
121 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
122 return InterlockedIncrement(&This->resource.ref);
125 static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
126 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
127 ULONG ref;
128 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
129 ref = InterlockedDecrement(&This->resource.ref);
130 if (!ref)
132 volumetexture_cleanup(This);
133 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
134 HeapFree(GetProcessHeap(), 0, This);
136 return ref;
139 /* ****************************************************
140 IWineD3DVolumeTexture IWineD3DResource parts follow
141 **************************************************** */
142 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
143 return resource_get_device((IWineD3DResource *)iface, ppDevice);
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 static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface) {
171 unsigned int i;
172 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
173 TRACE("(%p)\n", This);
175 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
176 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
177 * surface is fine
179 for (i = 0; i < This->baseTexture.levels; i++) {
180 IWineD3DVolume_UnLoad(This->volumes[i]);
183 basetexture_unload((IWineD3DBaseTexture *)iface);
186 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
187 return resource_get_type((IWineD3DResource *)iface);
190 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
191 return resource_get_parent((IWineD3DResource *)iface, pParent);
194 /* ******************************************************
195 IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
196 ****************************************************** */
197 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
198 return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
201 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
202 return basetexture_get_lod((IWineD3DBaseTexture *)iface);
205 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
206 return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
209 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
210 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
213 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
214 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
217 static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
218 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
221 /* Internal function, No d3d mapping */
222 static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
223 return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
226 static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
227 return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
230 /* Context activation is done by the caller. */
231 static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface, BOOL srgb) {
232 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
233 BOOL dummy;
234 TRACE("(%p) : relay to BaseTexture\n", This);
235 return basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &dummy);
238 static UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
239 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
240 TRACE("(%p)\n", This);
241 return GL_TEXTURE_3D;
244 static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface) {
245 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
246 TRACE("(%p)\n", This);
248 return FALSE;
251 /* *******************************************
252 IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
253 ******************************************* */
254 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
255 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
256 if (Level < This->baseTexture.levels) {
257 TRACE("(%p) Level (%d)\n", This, Level);
258 return IWineD3DVolume_GetDesc(This->volumes[Level], pDesc);
259 } else {
260 WARN("(%p) Level (%d)\n", This, Level);
262 return WINED3D_OK;
264 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
265 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
266 if (Level < This->baseTexture.levels) {
267 *ppVolumeLevel = This->volumes[Level];
268 IWineD3DVolume_AddRef(*ppVolumeLevel);
269 TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
270 } else {
271 WARN("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
272 return WINED3DERR_INVALIDCALL;
274 return WINED3D_OK;
277 static HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
278 HRESULT hr;
279 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
281 if (Level < This->baseTexture.levels) {
282 hr = IWineD3DVolume_LockBox(This->volumes[Level], pLockedVolume, pBox, Flags);
283 TRACE("(%p) Level (%d) success(%u)\n", This, Level, hr);
285 } else {
286 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
287 return WINED3DERR_INVALIDCALL;
289 return hr;
292 static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
293 HRESULT hr;
294 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
296 if (Level < This->baseTexture.levels) {
297 hr = IWineD3DVolume_UnlockBox(This->volumes[Level]);
298 TRACE("(%p) -> level(%d) success(%u)\n", This, Level, hr);
300 } else {
301 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
302 return WINED3DERR_INVALIDCALL;
304 return hr;
307 static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) {
308 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
309 This->baseTexture.texture_rgb.dirty = TRUE;
310 This->baseTexture.texture_srgb.dirty = TRUE;
311 TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
312 volume_add_dirty_box(This->volumes[0], pDirtyBox);
314 return WINED3D_OK;
317 static const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
319 /* IUnknown */
320 IWineD3DVolumeTextureImpl_QueryInterface,
321 IWineD3DVolumeTextureImpl_AddRef,
322 IWineD3DVolumeTextureImpl_Release,
323 /* resource */
324 IWineD3DVolumeTextureImpl_GetParent,
325 IWineD3DVolumeTextureImpl_GetDevice,
326 IWineD3DVolumeTextureImpl_SetPrivateData,
327 IWineD3DVolumeTextureImpl_GetPrivateData,
328 IWineD3DVolumeTextureImpl_FreePrivateData,
329 IWineD3DVolumeTextureImpl_SetPriority,
330 IWineD3DVolumeTextureImpl_GetPriority,
331 IWineD3DVolumeTextureImpl_PreLoad,
332 IWineD3DVolumeTextureImpl_UnLoad,
333 IWineD3DVolumeTextureImpl_GetType,
334 /* BaseTexture */
335 IWineD3DVolumeTextureImpl_SetLOD,
336 IWineD3DVolumeTextureImpl_GetLOD,
337 IWineD3DVolumeTextureImpl_GetLevelCount,
338 IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
339 IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
340 IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
341 IWineD3DVolumeTextureImpl_SetDirty,
342 IWineD3DVolumeTextureImpl_GetDirty,
343 /* not in d3d */
344 IWineD3DVolumeTextureImpl_BindTexture,
345 IWineD3DVolumeTextureImpl_GetTextureDimensions,
346 IWineD3DVolumeTextureImpl_IsCondNP2,
347 /* volume texture */
348 IWineD3DVolumeTextureImpl_GetLevelDesc,
349 IWineD3DVolumeTextureImpl_GetVolumeLevel,
350 IWineD3DVolumeTextureImpl_LockBox,
351 IWineD3DVolumeTextureImpl_UnlockBox,
352 IWineD3DVolumeTextureImpl_AddDirtyBox
355 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
356 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
357 WINED3DPOOL pool, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
359 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
360 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
361 UINT tmp_w, tmp_h, tmp_d;
362 unsigned int i;
363 HRESULT hr;
365 /* TODO: It should only be possible to create textures for formats
366 * that are reported as supported. */
367 if (WINED3DFMT_UNKNOWN >= format)
369 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
370 return WINED3DERR_INVALIDCALL;
373 if (!gl_info->supported[EXT_TEXTURE3D])
375 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
376 return WINED3DERR_INVALIDCALL;
379 /* Calculate levels for mip mapping. */
380 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
382 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
384 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
385 return WINED3DERR_INVALIDCALL;
388 if (levels > 1)
390 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
391 return WINED3DERR_INVALIDCALL;
394 levels = 1;
396 else if (!levels)
398 levels = wined3d_log2i(max(max(width, height), depth)) + 1;
399 TRACE("Calculated levels = %u.\n", levels);
402 texture->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
404 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels, WINED3DRTYPE_VOLUMETEXTURE,
405 device, 0, usage, format_desc, pool, parent, parent_ops);
406 if (FAILED(hr))
408 WARN("Failed to initialize basetexture, returning %#x.\n", hr);
409 return hr;
412 /* Is NP2 support for volumes needed? */
413 texture->baseTexture.pow2Matrix[0] = 1.0f;
414 texture->baseTexture.pow2Matrix[5] = 1.0f;
415 texture->baseTexture.pow2Matrix[10] = 1.0f;
416 texture->baseTexture.pow2Matrix[15] = 1.0f;
418 /* Generate all the surfaces. */
419 tmp_w = width;
420 tmp_h = height;
421 tmp_d = depth;
423 for (i = 0; i < texture->baseTexture.levels; ++i)
425 /* Create the volume. */
426 hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
427 tmp_w, tmp_h, tmp_d, format, pool, usage, &texture->volumes[i]);
428 if (FAILED(hr))
430 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
431 texture->volumes[i] = NULL;
432 volumetexture_cleanup(texture);
433 return hr;
436 /* Set its container to this texture. */
437 IWineD3DVolume_SetContainer(texture->volumes[i], (IWineD3DBase *)texture);
439 /* Calculate the next mipmap level. */
440 tmp_w = max(1, tmp_w >> 1);
441 tmp_h = max(1, tmp_h >> 1);
442 tmp_d = max(1, tmp_d >> 1);
444 texture->baseTexture.internal_preload = volumetexture_internal_preload;
446 return WINED3D_OK;