wined3d: Win64 printf fixes.
[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);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->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     int i;
59     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
60     ref = InterlockedDecrement(&This->resource.ref);
61     if (ref == 0) {
62         for (i = 0; i < This->baseTexture.levels; i++) {
63             if (This->volumes[i] != NULL) {
64                 /* Since the volumes were created by callback, the texture is
65                  * keeping the reference to the parent, so the texture should
66                  * release it. */
67                 IUnknown *volumeParent = NULL;
68
69                 TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
70
71                 /* Cleanup the container */
72                 IWineD3DVolume_SetContainer(This->volumes[i], 0);
73                 /* Now, release the parent, which will take care of cleaning up the volume for us */
74                 IWineD3DVolume_GetParent(This->volumes[i], &volumeParent);
75                 IUnknown_Release(volumeParent); /* Once for the reference GetParent added */
76                 IUnknown_Release(volumeParent); /* Once for the reference we're keeping */
77             }
78         }
79         IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
80         HeapFree(GetProcessHeap(), 0, This);
81     }
82     return ref;
83 }
84
85 /* ****************************************************
86    IWineD3DVolumeTexture IWineD3DResource parts follow
87    **************************************************** */
88 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
89     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
90 }
91
92 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
93     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
94 }
95
96 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
97     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
98 }
99
100 static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
101     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
102 }
103
104 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
105     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
106 }
107
108 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
109     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
110 }
111
112 static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
113     /* Overrider the IWineD3DResource Preload method */
114     UINT i;
115     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
116
117     TRACE("(%p) : About to load texture\n", This);
118
119     IWineD3DVolumeTexture_BindTexture(iface);
120
121     ENTER_GL();
122     /* If were dirty then reload the volumes */
123     if(This->baseTexture.dirty) {
124         for (i = 0; i < This->baseTexture.levels; i++) {
125             IWineD3DVolume_LoadTexture(This->volumes[i], i);
126         }
127
128         /* No longer dirty */
129         This->baseTexture.dirty = FALSE;
130     }
131     LEAVE_GL();
132
133     return ;
134 }
135
136 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
137     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
138 }
139
140 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
141     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
142 }
143
144 /* ******************************************************
145    IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
146    ****************************************************** */
147 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
148     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
149 }
150
151 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
152     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
153 }
154
155 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
156     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
157 }
158
159 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
160   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
161 }
162
163 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
164   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
165 }
166
167 static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
168   return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
169 }
170
171 /* Internal function, No d3d mapping */
172 static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
173     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
174 }
175
176 static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
177     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
178 }
179
180 static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
181     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
182     TRACE("(%p) : relay to BaseTexture\n", This);
183     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
184 }
185
186 static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnBindTexture(IWineD3DVolumeTexture *iface) {
187     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
188     TRACE("(%p) : relay to BaseTexture\n", This);
189     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
190 }
191
192 static UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
193     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
194     TRACE("(%p)\n", This);
195     return GL_TEXTURE_3D;
196 }
197
198 static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTexture *iface,
199                                                         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
200                                                         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
201     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
202     TRACE("(%p) : nothing to do, passing to base texture\n", This);
203     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
204 }
205
206
207 /* *******************************************
208    IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
209    ******************************************* */
210 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
211     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
212     if (Level < This->baseTexture.levels) {
213         TRACE("(%p) Level (%d)\n", This, Level);
214         return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
215     } else {
216         FIXME("(%p) Level (%d)\n", This, Level);
217     }
218     return WINED3D_OK;
219 }
220 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
221     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
222     if (Level < This->baseTexture.levels) {
223       *ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
224       IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
225       TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
226     } else {
227       FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
228       return WINED3DERR_INVALIDCALL;
229     }
230     return WINED3D_OK;
231
232 }
233 static HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
234     HRESULT hr;
235     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
236
237     if (Level < This->baseTexture.levels) {
238       hr = IWineD3DVolume_LockBox((IWineD3DVolume *)This->volumes[Level], pLockedVolume, pBox, Flags);
239       TRACE("(%p) Level (%d) success(%u)\n", This, Level, hr);
240
241     } else {
242       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
243       return WINED3DERR_INVALIDCALL;
244     }
245     return hr;
246 }
247
248 static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
249     HRESULT hr;
250     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
251
252     if (Level < This->baseTexture.levels) {
253       hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) This->volumes[Level]);
254       TRACE("(%p) -> level(%d) success(%u)\n", This, Level, hr);
255
256     } else {
257       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
258       return WINED3DERR_INVALIDCALL;
259     }
260     return hr;
261 }
262
263 static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) {
264     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
265     This->baseTexture.dirty = TRUE;
266     TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
267     return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
268 }
269
270 const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
271 {
272     /* IUnknown */
273     IWineD3DVolumeTextureImpl_QueryInterface,
274     IWineD3DVolumeTextureImpl_AddRef,
275     IWineD3DVolumeTextureImpl_Release,
276     /* resource */
277     IWineD3DVolumeTextureImpl_GetParent,
278     IWineD3DVolumeTextureImpl_GetDevice,
279     IWineD3DVolumeTextureImpl_SetPrivateData,
280     IWineD3DVolumeTextureImpl_GetPrivateData,
281     IWineD3DVolumeTextureImpl_FreePrivateData,
282     IWineD3DVolumeTextureImpl_SetPriority,
283     IWineD3DVolumeTextureImpl_GetPriority,
284     IWineD3DVolumeTextureImpl_PreLoad,
285     IWineD3DVolumeTextureImpl_GetType,
286     /* BaseTexture */
287     IWineD3DVolumeTextureImpl_SetLOD,
288     IWineD3DVolumeTextureImpl_GetLOD,
289     IWineD3DVolumeTextureImpl_GetLevelCount,
290     IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
291     IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
292     IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
293     IWineD3DVolumeTextureImpl_SetDirty,
294     IWineD3DVolumeTextureImpl_GetDirty,
295     /* not in d3d */
296     IWineD3DVolumeTextureImpl_BindTexture,
297     IWineD3DVolumeTextureImpl_UnBindTexture,
298     IWineD3DVolumeTextureImpl_GetTextureDimensions,
299     IWineD3DVolumeTextureImpl_ApplyStateChanges,
300     /* volume texture */
301     IWineD3DVolumeTextureImpl_GetLevelDesc,
302     IWineD3DVolumeTextureImpl_GetVolumeLevel,
303     IWineD3DVolumeTextureImpl_LockBox,
304     IWineD3DVolumeTextureImpl_UnlockBox,
305     IWineD3DVolumeTextureImpl_AddDirtyBox
306 };