Stub implementations for AbortPrinter, AddPortEx{A,W},
[wine] / dlls / wined3d / volumetexture.c
1 /*
2  * IDirect3DVolumeTexture9 implementation
3  *
4  * Copyright 2002-2005 Jason Edmeades
5  *                     Raphael Junqueira
6  *
7  * This library is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU Lesser General Public
9  * License as published by the Free Software Foundation; either
10  * version 2.1 of the License, or (at your option) any later version.
11  *
12  * This library is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
15  * Lesser General Public License for more details.
16  *
17  * You should have received a copy of the GNU Lesser General Public
18  * License along with this library; if not, write to the Free Software
19  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
20  */
21
22 #include "config.h"
23 #include "wined3d_private.h"
24
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
26 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
27
28 /* *******************************************
29    IWineD3DTexture IUnknown parts follow
30    ******************************************* */
31 HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
32 {
33     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
34     WARN("(%p)->(%s,%p) should not be called\n",This,debugstr_guid(riid),ppobj);
35     return E_NOINTERFACE;
36 }
37
38 ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
39     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
40     TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
41     IUnknown_AddRef(This->resource.parent);
42     return InterlockedIncrement(&This->resource.ref);
43 }
44
45 ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
46     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
47     ULONG ref;
48     int i;
49     TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
50     ref = InterlockedDecrement(&This->resource.ref);
51     if (ref == 0) {
52         for (i = 0; i < This->baseTexture.levels; i++) {
53             if (This->volumes[i] != NULL) {
54                 TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
55                 IWineD3DVolume_Release((IWineD3DSurface *) This->volumes[i]);
56             }
57         }
58         IWineD3DDevice_Release((IWineD3DDevice *)This->resource.wineD3DDevice);
59         HeapFree(GetProcessHeap(), 0, This);
60     } else {
61         IUnknown_Release(This->resource.parent);  /* Released the reference to the d3dx object */
62     }
63     return ref;
64 }
65
66 /* ****************************************************
67    IWineD3DVolumeTexture IWineD3DResource parts follow
68    **************************************************** */
69 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
70     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
71 }
72
73 HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
74     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
75 }
76
77 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
78     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
79 }
80
81 HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
82     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
83 }
84
85 DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
86     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
87 }
88
89 DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
90     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
91 }
92
93 void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
94     /* Overrider the IWineD3DResource Preload method */
95     unsigned int i;
96     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
97     
98     TRACE("(%p) : About to load texture\n", This);
99
100     ENTER_GL();
101
102     for (i = 0; i < This->baseTexture.levels; i++) {
103
104       if (i == 0 && This->volumes[i]->textureName != 0 && This->baseTexture.dirty == FALSE) {
105         glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
106         checkGLcall("glBindTexture");
107         TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
108         /* No need to walk through all mip-map levels, since already all assigned */
109         i = This->baseTexture.levels;
110
111       } else {
112
113         if (i == 0) {
114           if (This->volumes[i]->textureName == 0) {
115             glGenTextures(1, &This->volumes[i]->textureName);
116             checkGLcall("glGenTextures");
117             TRACE("Texture %p (level %d) given name %d\n", This->volumes[i], i, This->volumes[i]->textureName);
118           }
119           
120           glBindTexture(GL_TEXTURE_3D, This->volumes[i]->textureName);
121           checkGLcall("glBindTexture");
122           
123           TRACE("Setting GL_TEXTURE_MAX_LEVEL to %d\n", This->baseTexture.levels - 1);
124           glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->baseTexture.levels - 1); 
125           checkGLcall("glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, This->levels - 1)");
126         }
127
128         TRACE("Calling glTexImage3D %x i=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
129               GL_TEXTURE_3D, 
130               i, 
131               D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format), 
132               This->volumes[i]->currentDesc.Width, 
133               This->volumes[i]->currentDesc.Height, 
134               This->volumes[i]->currentDesc.Depth,
135               0, 
136               D3DFmt2GLFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format), 
137               D3DFmt2GLType(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
138               This->volumes[i]->allocatedMemory);
139         glTexImage3D(GL_TEXTURE_3D, 
140                      i,
141                      D3DFmt2GLIntFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
142                      This->volumes[i]->currentDesc.Width,
143                      This->volumes[i]->currentDesc.Height,
144                      This->volumes[i]->currentDesc.Depth,
145                      0,
146                      D3DFmt2GLFmt(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
147                      D3DFmt2GLType(This->resource.wineD3DDevice, This->volumes[i]->currentDesc.Format),
148                      This->volumes[i]->allocatedMemory);
149         checkGLcall("glTexImage3D");
150
151         This->baseTexture.dirty = FALSE;
152       }
153     }
154
155     LEAVE_GL();
156
157     return ;
158 }
159
160 D3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
161     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
162 }
163
164 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
165     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
166 }
167
168 /* ******************************************************
169    IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
170    ****************************************************** */
171 DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
172     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
173 }
174
175 DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
176     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
177 }
178
179 DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
180     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
181 }
182
183 HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
184   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
185 }
186
187 D3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
188   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
189 }
190
191 void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
192   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
193 }
194
195 /* Internal function, No d3d mapping */
196 BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
197     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, TRUE);
198 }
199
200 BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
201     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
202 }
203
204 /* *******************************************
205    IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
206    ******************************************* */
207 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
208     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
209     if (Level < This->baseTexture.levels) {
210         TRACE("(%p) Level (%d)\n", This, Level);
211         return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
212     } else {
213         FIXME("(%p) Level (%d)\n", This, Level);
214     }
215     return D3D_OK;
216 }
217 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
218     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
219     if (Level < This->baseTexture.levels) {
220       *ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
221       IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
222       TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
223     } else {
224       FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
225       return D3DERR_INVALIDCALL;
226     }
227     return D3D_OK;
228
229 }
230 HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
231     HRESULT hr;
232     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
233
234     if (Level < This->baseTexture.levels) {
235       hr = IWineD3DVolume_LockBox((IWineD3DVolume *)This->volumes[Level], pLockedVolume, pBox, Flags);
236       TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
237
238     } else {
239       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
240       return D3DERR_INVALIDCALL;
241     }
242     return hr;
243 }
244
245 HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
246     HRESULT hr;
247     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
248
249     if (Level < This->baseTexture.levels) {
250       hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) This->volumes[Level]);
251       TRACE("(%p) -> level(%d) success(%lu)\n", This, Level, hr);
252
253     } else {
254       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
255       return D3DERR_INVALIDCALL;
256     }
257     return hr;
258 }
259
260 HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST D3DBOX* pDirtyBox) {
261     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
262     This->baseTexture.dirty = TRUE;
263     TRACE("(%p) : dirtyfication of volume Level (0)\n", This);    
264     return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
265 }
266
267
268 IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
269 {
270     IWineD3DVolumeTextureImpl_QueryInterface,
271     IWineD3DVolumeTextureImpl_AddRef,
272     IWineD3DVolumeTextureImpl_Release,
273     IWineD3DVolumeTextureImpl_GetParent,
274     IWineD3DVolumeTextureImpl_GetDevice,
275     IWineD3DVolumeTextureImpl_SetPrivateData,
276     IWineD3DVolumeTextureImpl_GetPrivateData,
277     IWineD3DVolumeTextureImpl_FreePrivateData,
278     IWineD3DVolumeTextureImpl_SetPriority,
279     IWineD3DVolumeTextureImpl_GetPriority,
280     IWineD3DVolumeTextureImpl_PreLoad,
281     IWineD3DVolumeTextureImpl_GetType,
282     IWineD3DVolumeTextureImpl_SetLOD,
283     IWineD3DVolumeTextureImpl_GetLOD,
284     IWineD3DVolumeTextureImpl_GetLevelCount,
285     IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
286     IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
287     IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
288     IWineD3DVolumeTextureImpl_SetDirty,
289     IWineD3DVolumeTextureImpl_GetDirty,
290     IWineD3DVolumeTextureImpl_GetLevelDesc,
291     IWineD3DVolumeTextureImpl_GetVolumeLevel,
292     IWineD3DVolumeTextureImpl_LockBox,
293     IWineD3DVolumeTextureImpl_UnlockBox,
294     IWineD3DVolumeTextureImpl_AddDirtyBox
295 };