winex11: Activate the depth-bpp difference.
[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 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     IWineD3DVolumeTexture_BindTexture(iface);
104
105     if(!device->isInDraw) {
106         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
107     } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
108         srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
109         srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
110         This->baseTexture.is_srgb = srgb_mode;
111     }
112     ENTER_GL();
113     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
114     if (This->baseTexture.dirty) {
115         for (i = 0; i < This->baseTexture.levels; i++)
116             IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
117     } else if (srgb_was_toggled) {
118         if (This->baseTexture.srgb_mode_change_count < 20)
119             ++This->baseTexture.srgb_mode_change_count;
120         else
121             FIXME("Volumetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
122
123         for (i = 0; i < This->baseTexture.levels; i++) {
124             IWineD3DVolume_AddDirtyBox(This->volumes[i], NULL);
125             IWineD3DVolume_LoadTexture(This->volumes[i], i, srgb_mode);
126         }
127     } else {
128         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
129     }
130     LEAVE_GL();
131
132     /* No longer dirty */
133     This->baseTexture.dirty = FALSE;
134
135     return ;
136 }
137
138 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
139     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
140 }
141
142 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
143     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
144 }
145
146 /* ******************************************************
147    IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
148    ****************************************************** */
149 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
150     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
151 }
152
153 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
154     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
155 }
156
157 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
158     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
159 }
160
161 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
162   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
163 }
164
165 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
166   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
167 }
168
169 static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
170     IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
171 }
172
173 /* Internal function, No d3d mapping */
174 static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
175     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
176 }
177
178 static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
179     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
180 }
181
182 static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
183     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
184     TRACE("(%p) : relay to BaseTexture\n", This);
185     return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
186 }
187
188 static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnBindTexture(IWineD3DVolumeTexture *iface) {
189     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
190     TRACE("(%p) : relay to BaseTexture\n", This);
191     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
192 }
193
194 static UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
195     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
196     TRACE("(%p)\n", This);
197     return GL_TEXTURE_3D;
198 }
199
200 static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTexture *iface,
201                                                         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
202                                                         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
203     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
204     TRACE("(%p) : nothing to do, passing to base texture\n", This);
205     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
206 }
207
208
209 /* *******************************************
210    IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
211    ******************************************* */
212 static void WINAPI IWineD3DVolumeTextureImpl_Destroy(IWineD3DVolumeTexture *iface, D3DCB_DESTROYVOLUMEFN D3DCB_DestroyVolume) {
213     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
214     int i;
215     TRACE("(%p) : Cleaning up\n",This);
216     for (i = 0; i < This->baseTexture.levels; i++) {
217         if (This->volumes[i] != NULL) {
218             /* Cleanup the container */
219             IWineD3DVolume_SetContainer(This->volumes[i], 0);
220             D3DCB_DestroyVolume(This->volumes[i]);
221         }
222     }
223     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
224     HeapFree(GetProcessHeap(), 0, This);
225 }
226
227 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
228     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
229     if (Level < This->baseTexture.levels) {
230         TRACE("(%p) Level (%d)\n", This, Level);
231         return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
232     } else {
233         FIXME("(%p) Level (%d)\n", This, Level);
234     }
235     return WINED3D_OK;
236 }
237 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
238     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
239     if (Level < This->baseTexture.levels) {
240       *ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
241       IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
242       TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
243     } else {
244       FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
245       return WINED3DERR_INVALIDCALL;
246     }
247     return WINED3D_OK;
248
249 }
250 static HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
251     HRESULT hr;
252     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
253
254     if (Level < This->baseTexture.levels) {
255       hr = IWineD3DVolume_LockBox((IWineD3DVolume *)This->volumes[Level], pLockedVolume, pBox, Flags);
256       TRACE("(%p) Level (%d) success(%u)\n", This, Level, hr);
257
258     } else {
259       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
260       return WINED3DERR_INVALIDCALL;
261     }
262     return hr;
263 }
264
265 static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
266     HRESULT hr;
267     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
268
269     if (Level < This->baseTexture.levels) {
270       hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) This->volumes[Level]);
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_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) {
281     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
282     This->baseTexture.dirty = TRUE;
283     TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
284     return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
285 }
286
287 const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
288 {
289     /* IUnknown */
290     IWineD3DVolumeTextureImpl_QueryInterface,
291     IWineD3DVolumeTextureImpl_AddRef,
292     IWineD3DVolumeTextureImpl_Release,
293     /* resource */
294     IWineD3DVolumeTextureImpl_GetParent,
295     IWineD3DVolumeTextureImpl_GetDevice,
296     IWineD3DVolumeTextureImpl_SetPrivateData,
297     IWineD3DVolumeTextureImpl_GetPrivateData,
298     IWineD3DVolumeTextureImpl_FreePrivateData,
299     IWineD3DVolumeTextureImpl_SetPriority,
300     IWineD3DVolumeTextureImpl_GetPriority,
301     IWineD3DVolumeTextureImpl_PreLoad,
302     IWineD3DVolumeTextureImpl_GetType,
303     /* BaseTexture */
304     IWineD3DVolumeTextureImpl_SetLOD,
305     IWineD3DVolumeTextureImpl_GetLOD,
306     IWineD3DVolumeTextureImpl_GetLevelCount,
307     IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
308     IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
309     IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
310     IWineD3DVolumeTextureImpl_SetDirty,
311     IWineD3DVolumeTextureImpl_GetDirty,
312     /* not in d3d */
313     IWineD3DVolumeTextureImpl_BindTexture,
314     IWineD3DVolumeTextureImpl_UnBindTexture,
315     IWineD3DVolumeTextureImpl_GetTextureDimensions,
316     IWineD3DVolumeTextureImpl_ApplyStateChanges,
317     /* volume texture */
318     IWineD3DVolumeTextureImpl_Destroy,
319     IWineD3DVolumeTextureImpl_GetLevelDesc,
320     IWineD3DVolumeTextureImpl_GetVolumeLevel,
321     IWineD3DVolumeTextureImpl_LockBox,
322     IWineD3DVolumeTextureImpl_UnlockBox,
323     IWineD3DVolumeTextureImpl_AddDirtyBox
324 };