2 * IWineD3DVolumeTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2009-2010 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
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
29 /* Do not call while under the GL lock. */
30 static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
32 /* Override the IWineD3DResource Preload method. */
33 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
34 IWineD3DDeviceImpl *device = This->resource.device;
35 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
36 struct wined3d_context *context = NULL;
37 BOOL srgb_mode = This->baseTexture.is_srgb;
38 BOOL srgb_was_toggled = FALSE;
41 TRACE("(%p) : About to load texture.\n", This);
43 if (!device->isInDraw) context = context_acquire(device, NULL);
44 else if (gl_info->supported[EXT_TEXTURE_SRGB] && This->baseTexture.bindCount > 0)
46 srgb_mode = device->stateBlock->state.sampler_states[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
47 srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
48 This->baseTexture.is_srgb = srgb_mode;
51 /* If the texture is marked dirty or the srgb sampler setting has changed
52 * since the last load then reload the volumes. */
53 if (This->baseTexture.texture_rgb.dirty)
55 for (i = 0; i < This->baseTexture.level_count; ++i)
57 IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
58 IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
61 else if (srgb_was_toggled)
63 for (i = 0; i < This->baseTexture.level_count; ++i)
65 IWineD3DVolume *volume = (IWineD3DVolume *)This->baseTexture.sub_resources[i];
66 volume_add_dirty_box(volume, NULL);
67 IWineD3DVolume_LoadTexture(volume, i, srgb_mode);
72 TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
75 if (context) context_release(context);
78 This->baseTexture.texture_rgb.dirty = FALSE;
81 static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This)
85 TRACE("(%p) : Cleaning up.\n", This);
87 for (i = 0; i < This->baseTexture.level_count; ++i)
89 IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)This->baseTexture.sub_resources[i];
93 /* Cleanup the container. */
94 volume_set_container(volume, NULL);
95 IWineD3DVolume_Release((IWineD3DVolume *)volume);
98 basetexture_cleanup((IWineD3DBaseTextureImpl *)This);
101 /* *******************************************
102 IWineD3DTexture IUnknown parts follow
103 ******************************************* */
105 static HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
107 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
108 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
109 if (IsEqualGUID(riid, &IID_IUnknown)
110 || IsEqualGUID(riid, &IID_IWineD3DBase)
111 || IsEqualGUID(riid, &IID_IWineD3DResource)
112 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
113 || IsEqualGUID(riid, &IID_IWineD3DVolumeTexture)) {
114 IUnknown_AddRef(iface);
119 return E_NOINTERFACE;
122 static ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
123 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
124 TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
125 return InterlockedIncrement(&This->resource.ref);
128 /* Do not call while under the GL lock. */
129 static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
130 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
132 TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
133 ref = InterlockedDecrement(&This->resource.ref);
136 volumetexture_cleanup(This);
137 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
138 HeapFree(GetProcessHeap(), 0, This);
143 /* ****************************************************
144 IWineD3DVolumeTexture IWineD3DResource parts follow
145 **************************************************** */
146 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface,
147 REFGUID riid, const void *data, DWORD data_size, DWORD flags)
149 return resource_set_private_data((IWineD3DResource *)iface, riid, data, data_size, flags);
152 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
153 return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
156 static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
157 return resource_free_private_data((IWineD3DResource *)iface, refguid);
160 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
161 return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
164 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
165 return resource_get_priority((IWineD3DResource *)iface);
168 static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
169 volumetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
172 /* Do not call while under the GL lock. */
173 static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface) {
175 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
176 TRACE("(%p)\n", This);
178 /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
179 * surface before, this one will be a NOP and vice versa. Unloading an unloaded
182 for (i = 0; i < This->baseTexture.level_count; ++i)
184 IWineD3DVolume_UnLoad((IWineD3DVolume *)This->baseTexture.sub_resources[i]);
187 basetexture_unload((IWineD3DBaseTextureImpl *)This);
190 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
191 return resource_get_type((IWineD3DResource *)iface);
194 static void * WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface)
196 TRACE("iface %p\n", iface);
198 return ((IWineD3DVolumeTextureImpl *)iface)->resource.parent;
201 /* ******************************************************
202 IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
203 ****************************************************** */
204 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
205 return basetexture_set_lod((IWineD3DBaseTextureImpl *)iface, LODNew);
208 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
209 return basetexture_get_lod((IWineD3DBaseTextureImpl *)iface);
212 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface)
214 return basetexture_get_level_count((IWineD3DBaseTextureImpl *)iface);
217 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
218 return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
221 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
222 return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
225 static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
226 basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
229 /* Context activation is done by the caller. */
230 static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface, BOOL srgb)
234 TRACE("iface %p, srgb %#x.\n", iface, srgb);
236 return basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &dummy);
239 static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface)
241 TRACE("iface %p.\n", iface);
246 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface,
247 UINT sub_resource_idx, WINED3DVOLUME_DESC *desc)
249 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
250 IWineD3DVolume *volume;
252 TRACE("iface %p, sub_resource_idx %u, desc %p.\n", iface, sub_resource_idx, desc);
254 if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx)))
256 WARN("Failed to get sub-resource.\n");
257 return WINED3DERR_INVALIDCALL;
260 IWineD3DVolume_GetDesc(volume, desc);
265 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface,
266 UINT sub_resource_idx, IWineD3DVolume **volume)
268 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
271 TRACE("iface %p, sub_resource_idx %u, volume %p.\n", iface, sub_resource_idx, volume);
273 if (!(v= (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx)))
275 WARN("Failed to get sub-resource.\n");
276 return WINED3DERR_INVALIDCALL;
279 IWineD3DVolume_AddRef(v);
282 TRACE("Returning volume %p.\n", *volume);
287 static HRESULT WINAPI IWineD3DVolumeTextureImpl_Map(IWineD3DVolumeTexture *iface,
288 UINT sub_resource_idx, WINED3DLOCKED_BOX *locked_box, const WINED3DBOX *box, DWORD flags)
290 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
291 IWineD3DVolume *volume;
293 TRACE("iface %p, sub_resource_idx %u, locked_box %p, box %p, flags %#x.\n",
294 iface, sub_resource_idx, locked_box, box, flags);
296 if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx)))
298 WARN("Failed to get sub-resource.\n");
299 return WINED3DERR_INVALIDCALL;
302 return IWineD3DVolume_Map(volume, locked_box, box, flags);
305 static HRESULT WINAPI IWineD3DVolumeTextureImpl_Unmap(IWineD3DVolumeTexture *iface, UINT sub_resource_idx)
307 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
308 IWineD3DVolume *volume;
310 TRACE("iface %p, sub_resource_idx %u.\n", iface, sub_resource_idx);
312 if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, sub_resource_idx)))
314 WARN("Failed to get sub-resource.\n");
315 return WINED3DERR_INVALIDCALL;
318 return IWineD3DVolume_Unmap(volume);
321 static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, const WINED3DBOX *dirty_box)
323 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;
324 IWineD3DVolume *volume;
326 TRACE("iface %p, dirty_box %p.\n", iface, dirty_box);
328 if (!(volume = (IWineD3DVolume *)basetexture_get_sub_resource(texture, 0)))
330 WARN("Failed to get sub-resource.\n");
331 return WINED3DERR_INVALIDCALL;
334 texture->baseTexture.texture_rgb.dirty = TRUE;
335 texture->baseTexture.texture_srgb.dirty = TRUE;
336 volume_add_dirty_box(volume, dirty_box);
341 static const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
344 IWineD3DVolumeTextureImpl_QueryInterface,
345 IWineD3DVolumeTextureImpl_AddRef,
346 IWineD3DVolumeTextureImpl_Release,
348 IWineD3DVolumeTextureImpl_GetParent,
349 IWineD3DVolumeTextureImpl_SetPrivateData,
350 IWineD3DVolumeTextureImpl_GetPrivateData,
351 IWineD3DVolumeTextureImpl_FreePrivateData,
352 IWineD3DVolumeTextureImpl_SetPriority,
353 IWineD3DVolumeTextureImpl_GetPriority,
354 IWineD3DVolumeTextureImpl_PreLoad,
355 IWineD3DVolumeTextureImpl_UnLoad,
356 IWineD3DVolumeTextureImpl_GetType,
358 IWineD3DVolumeTextureImpl_SetLOD,
359 IWineD3DVolumeTextureImpl_GetLOD,
360 IWineD3DVolumeTextureImpl_GetLevelCount,
361 IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
362 IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
363 IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
365 IWineD3DVolumeTextureImpl_BindTexture,
366 IWineD3DVolumeTextureImpl_IsCondNP2,
368 IWineD3DVolumeTextureImpl_GetLevelDesc,
369 IWineD3DVolumeTextureImpl_GetVolumeLevel,
370 IWineD3DVolumeTextureImpl_Map,
371 IWineD3DVolumeTextureImpl_Unmap,
372 IWineD3DVolumeTextureImpl_AddDirtyBox
375 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height,
376 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
377 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops)
379 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
380 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
381 UINT tmp_w, tmp_h, tmp_d;
385 /* TODO: It should only be possible to create textures for formats
386 * that are reported as supported. */
387 if (WINED3DFMT_UNKNOWN >= format_id)
389 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
390 return WINED3DERR_INVALIDCALL;
393 if (!gl_info->supported[EXT_TEXTURE3D])
395 WARN("(%p) : Texture cannot be created - no volume texture support.\n", texture);
396 return WINED3DERR_INVALIDCALL;
399 /* Calculate levels for mip mapping. */
400 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
402 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
404 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
405 return WINED3DERR_INVALIDCALL;
410 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.\n");
411 return WINED3DERR_INVALIDCALL;
418 levels = wined3d_log2i(max(max(width, height), depth)) + 1;
419 TRACE("Calculated levels = %u.\n", levels);
422 texture->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
424 hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, 1, levels,
425 WINED3DRTYPE_VOLUMETEXTURE, device, usage, format, pool, parent, parent_ops);
428 WARN("Failed to initialize basetexture, returning %#x.\n", hr);
432 /* Is NP2 support for volumes needed? */
433 texture->baseTexture.pow2Matrix[0] = 1.0f;
434 texture->baseTexture.pow2Matrix[5] = 1.0f;
435 texture->baseTexture.pow2Matrix[10] = 1.0f;
436 texture->baseTexture.pow2Matrix[15] = 1.0f;
437 texture->baseTexture.target = GL_TEXTURE_3D;
439 /* Generate all the surfaces. */
444 for (i = 0; i < texture->baseTexture.level_count; ++i)
446 IWineD3DVolume *volume;
448 /* Create the volume. */
449 hr = IWineD3DDeviceParent_CreateVolume(device->device_parent, parent,
450 tmp_w, tmp_h, tmp_d, format_id, pool, usage, &volume);
453 ERR("Creating a volume for the volume texture failed, hr %#x.\n", hr);
454 volumetexture_cleanup(texture);
458 /* Set its container to this texture. */
459 volume_set_container((IWineD3DVolumeImpl *)volume, texture);
460 texture->baseTexture.sub_resources[i] = (IWineD3DResourceImpl *)volume;
462 /* Calculate the next mipmap level. */
463 tmp_w = max(1, tmp_w >> 1);
464 tmp_h = max(1, tmp_h >> 1);
465 tmp_d = max(1, tmp_d >> 1);
467 texture->baseTexture.internal_preload = volumetexture_internal_preload;