msi: Add tests for the RegLocator part of the AppSearch action.
[wine] / dlls / wined3d / volumetexture.c
1 /*
2  * IWineD3DVolumeTexture implementation
3  *
4  * Copyright 2002-2005 Jason Edmeades
5  * Copyright 2002-2005 Raphael Junqueira
6  * Copyright 2005 Oliver Stieber
7  *
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.
12  *
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.
17  *
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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
28
29 /* *******************************************
30    IWineD3DTexture IUnknown parts follow
31    ******************************************* */
32 static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
33 {
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 S_OK;
44     }
45     *ppobj = NULL;
46     return E_NOINTERFACE;
47 }
48
49 static ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
50     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
51     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
52     return InterlockedIncrement(&This->resource.ref);
53 }
54
55 static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
56     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
57     ULONG ref;
58     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
59     ref = InterlockedDecrement(&This->resource.ref);
60     if (ref == 0) {
61         IWineD3DVolumeTexture_Destroy(iface, D3DCB_DefaultDestroyVolume);
62     }
63     return ref;
64 }
65
66 /* ****************************************************
67    IWineD3DVolumeTexture IWineD3DResource parts follow
68    **************************************************** */
69 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
70     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
71 }
72
73 static 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 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
78     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
79 }
80
81 static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
82     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
83 }
84
85 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
86     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
87 }
88
89 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
90     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
91 }
92
93 static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
94     /* Overrider the IWineD3DResource Preload method */
95     int i;
96     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
97     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
98     BOOL srgb_mode = This->baseTexture.is_srgb;
99     BOOL srgb_was_toggled = FALSE;
100
101     TRACE("(%p) : About to load texture\n", This);
102
103     if(!device->isInDraw) {
104         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
105     } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
106         srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
107         srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
108         This->baseTexture.is_srgb = srgb_mode;
109     }
110     ENTER_GL();
111     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
112     if (This->baseTexture.dirty) {
113         for (i = 0; i < This->baseTexture.levels; i++)
114             IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
115     } else if (srgb_was_toggled) {
116         if (This->baseTexture.srgb_mode_change_count < 20)
117             ++This->baseTexture.srgb_mode_change_count;
118         else
119             FIXME("Volumetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
120
121         for (i = 0; i < This->baseTexture.levels; i++) {
122             IWineD3DVolume_AddDirtyBox(This->volumes[i], NULL);
123             IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
124         }
125     } else {
126         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
127     }
128     LEAVE_GL();
129
130     /* No longer dirty */
131     This->baseTexture.dirty = FALSE;
132
133     return ;
134 }
135
136 static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface) {
137     unsigned int i;
138     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
139     TRACE("(%p)\n", This);
140
141     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
142      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
143      * surface is fine
144      */
145     for (i = 0; i < This->baseTexture.levels; i++) {
146         IWineD3DVolume_UnLoad(This->volumes[i]);
147     }
148
149     IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
150 }
151
152 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
153     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
154 }
155
156 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
157     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
158 }
159
160 /* ******************************************************
161    IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
162    ****************************************************** */
163 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
164     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
165 }
166
167 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
168     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
169 }
170
171 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
172     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
173 }
174
175 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
176   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
177 }
178
179 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
180   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
181 }
182
183 static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
184     IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
185 }
186
187 /* Internal function, No d3d mapping */
188 static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
189     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
190 }
191
192 static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
193     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
194 }
195
196 static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
197     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
198     TRACE("(%p) : relay to BaseTexture\n", This);
199     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
200 }
201
202 static UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
203     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
204     TRACE("(%p)\n", This);
205     return GL_TEXTURE_3D;
206 }
207
208 static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface) {
209     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
210     TRACE("(%p)\n", This);
211
212     return FALSE;
213 }
214
215 static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTexture *iface,
216                                                         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
217                                                         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
218     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
219     TRACE("(%p) : nothing to do, passing to base texture\n", This);
220     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
221 }
222
223
224 /* *******************************************
225    IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
226    ******************************************* */
227 static void WINAPI IWineD3DVolumeTextureImpl_Destroy(IWineD3DVolumeTexture *iface, D3DCB_DESTROYVOLUMEFN D3DCB_DestroyVolume) {
228     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
229     int i;
230     TRACE("(%p) : Cleaning up\n",This);
231     for (i = 0; i < This->baseTexture.levels; i++) {
232         if (This->volumes[i] != NULL) {
233             /* Cleanup the container */
234             IWineD3DVolume_SetContainer(This->volumes[i], 0);
235             D3DCB_DestroyVolume(This->volumes[i]);
236         }
237     }
238     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
239     HeapFree(GetProcessHeap(), 0, This);
240 }
241
242 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
243     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
244     if (Level < This->baseTexture.levels) {
245         TRACE("(%p) Level (%d)\n", This, Level);
246         return IWineD3DVolume_GetDesc(This->volumes[Level], pDesc);
247     } else {
248         FIXME("(%p) Level (%d)\n", This, Level);
249     }
250     return WINED3D_OK;
251 }
252 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
253     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
254     if (Level < This->baseTexture.levels) {
255       *ppVolumeLevel = This->volumes[Level];
256       IWineD3DVolume_AddRef(*ppVolumeLevel);
257       TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
258     } else {
259       FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
260       return WINED3DERR_INVALIDCALL;
261     }
262     return WINED3D_OK;
263
264 }
265 static HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
266     HRESULT hr;
267     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
268
269     if (Level < This->baseTexture.levels) {
270       hr = IWineD3DVolume_LockBox(This->volumes[Level], pLockedVolume, pBox, Flags);
271       TRACE("(%p) Level (%d) success(%u)\n", This, Level, hr);
272
273     } else {
274       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
275       return WINED3DERR_INVALIDCALL;
276     }
277     return hr;
278 }
279
280 static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
281     HRESULT hr;
282     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
283
284     if (Level < This->baseTexture.levels) {
285       hr = IWineD3DVolume_UnlockBox(This->volumes[Level]);
286       TRACE("(%p) -> level(%d) success(%u)\n", This, Level, hr);
287
288     } else {
289       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
290       return WINED3DERR_INVALIDCALL;
291     }
292     return hr;
293 }
294
295 static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) {
296     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
297     This->baseTexture.dirty = TRUE;
298     TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
299     return IWineD3DVolume_AddDirtyBox(This->volumes[0], pDirtyBox);
300 }
301
302 const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
303 {
304     /* IUnknown */
305     IWineD3DVolumeTextureImpl_QueryInterface,
306     IWineD3DVolumeTextureImpl_AddRef,
307     IWineD3DVolumeTextureImpl_Release,
308     /* resource */
309     IWineD3DVolumeTextureImpl_GetParent,
310     IWineD3DVolumeTextureImpl_GetDevice,
311     IWineD3DVolumeTextureImpl_SetPrivateData,
312     IWineD3DVolumeTextureImpl_GetPrivateData,
313     IWineD3DVolumeTextureImpl_FreePrivateData,
314     IWineD3DVolumeTextureImpl_SetPriority,
315     IWineD3DVolumeTextureImpl_GetPriority,
316     IWineD3DVolumeTextureImpl_PreLoad,
317     IWineD3DVolumeTextureImpl_UnLoad,
318     IWineD3DVolumeTextureImpl_GetType,
319     /* BaseTexture */
320     IWineD3DVolumeTextureImpl_SetLOD,
321     IWineD3DVolumeTextureImpl_GetLOD,
322     IWineD3DVolumeTextureImpl_GetLevelCount,
323     IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
324     IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
325     IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
326     IWineD3DVolumeTextureImpl_SetDirty,
327     IWineD3DVolumeTextureImpl_GetDirty,
328     /* not in d3d */
329     IWineD3DVolumeTextureImpl_BindTexture,
330     IWineD3DVolumeTextureImpl_GetTextureDimensions,
331     IWineD3DVolumeTextureImpl_IsCondNP2,
332     IWineD3DVolumeTextureImpl_ApplyStateChanges,
333     /* volume texture */
334     IWineD3DVolumeTextureImpl_Destroy,
335     IWineD3DVolumeTextureImpl_GetLevelDesc,
336     IWineD3DVolumeTextureImpl_GetVolumeLevel,
337     IWineD3DVolumeTextureImpl_LockBox,
338     IWineD3DVolumeTextureImpl_UnlockBox,
339     IWineD3DVolumeTextureImpl_AddDirtyBox
340 };