2 * IWineD3DVolumeTexture implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Copyright 2002-2005 Raphael Junqueira
6 * Copyright 2005 Oliver Stieber
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.
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.
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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
29 /* *******************************************
30 IWineD3DTexture IUnknown parts follow
31 ******************************************* */
32 HRESULT WINAPI IWineD3DVolumeTextureImpl_QueryInterface(IWineD3DVolumeTexture *iface, REFIID riid, LPVOID *ppobj)
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_IWineD3DResource)
38 || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
39 || IsEqualGUID(riid, &IID_IWineD3DVolumeTexture)) {
40 IUnknown_AddRef(iface);
47 ULONG WINAPI IWineD3DVolumeTextureImpl_AddRef(IWineD3DVolumeTexture *iface) {
48 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
49 TRACE("(%p) : AddRef increasing from %ld\n", This, This->resource.ref);
50 return InterlockedIncrement(&This->resource.ref);
53 ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
54 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
57 TRACE("(%p) : Releasing from %ld\n", This, This->resource.ref);
58 ref = InterlockedDecrement(&This->resource.ref);
60 for (i = 0; i < This->baseTexture.levels; i++) {
61 if (This->volumes[i] != NULL) {
62 TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
63 IWineD3DVolume_Release(This->volumes[i]);
66 IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
67 HeapFree(GetProcessHeap(), 0, This);
72 /* ****************************************************
73 IWineD3DVolumeTexture IWineD3DResource parts follow
74 **************************************************** */
75 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
76 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
79 HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
80 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
83 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
84 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
87 HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
88 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
91 DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
92 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
95 DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
96 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
99 void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
100 /* Overrider the IWineD3DResource Preload method */
102 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
104 TRACE("(%p) : About to load texture\n", This);
106 IWineD3DVolumeTexture_BindTexture(iface);
109 /* If were dirty then reload the volumes */
110 if(This->baseTexture.dirty != FALSE) {
111 for (i = 0; i < This->baseTexture.levels; i++) {
112 IWineD3DVolume_LoadTexture(This->volumes[i], i);
115 /* No longer dirty */
116 This->baseTexture.dirty = FALSE;
123 D3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
124 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
127 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
128 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
131 /* ******************************************************
132 IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
133 ****************************************************** */
134 DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
135 return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
138 DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
139 return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
142 DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
143 return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
146 HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, D3DTEXTUREFILTERTYPE FilterType) {
147 return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
150 D3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
151 return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
154 void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
155 return IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
158 /* Internal function, No d3d mapping */
159 BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
160 return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
163 BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
164 return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
167 HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
168 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
169 TRACE("(%p) : relay to BaseTexture\n", This);
170 return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
173 HRESULT WINAPI IWineD3DVolumeTextureImpl_UnBindTexture(IWineD3DVolumeTexture *iface) {
174 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
175 TRACE("(%p) : relay to BaseTexture\n", This);
176 return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
179 UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
180 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
181 TRACE("(%p)\n", This);
182 return GL_TEXTURE_3D;
185 void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTexture *iface,
186 const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
187 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
188 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
189 TRACE("(%p) : nothing to do, passing to base texture\n", This);
190 IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
194 /* *******************************************
195 IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
196 ******************************************* */
197 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
198 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
199 if (Level < This->baseTexture.levels) {
200 TRACE("(%p) Level (%d)\n", This, Level);
201 return IWineD3DVolume_GetDesc((IWineD3DVolume *) This->volumes[Level], pDesc);
203 FIXME("(%p) Level (%d)\n", This, Level);
207 HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
208 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
209 if (Level < This->baseTexture.levels) {
210 *ppVolumeLevel = (IWineD3DVolume *)This->volumes[Level];
211 IWineD3DVolume_AddRef((IWineD3DVolume *) *ppVolumeLevel);
212 TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
214 FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
215 return D3DERR_INVALIDCALL;
220 HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
222 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
224 if (Level < This->baseTexture.levels) {
225 hr = IWineD3DVolume_LockBox((IWineD3DVolume *)This->volumes[Level], pLockedVolume, pBox, Flags);
226 TRACE("(%p) Level (%d) success(%lu)\n", This, Level, hr);
229 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
230 return D3DERR_INVALIDCALL;
235 HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
237 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
239 if (Level < This->baseTexture.levels) {
240 hr = IWineD3DVolume_UnlockBox((IWineD3DVolume*) This->volumes[Level]);
241 TRACE("(%p) -> level(%d) success(%lu)\n", This, Level, hr);
244 FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
245 return D3DERR_INVALIDCALL;
250 HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST D3DBOX* pDirtyBox) {
251 IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
252 This->baseTexture.dirty = TRUE;
253 TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
254 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
257 const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
260 IWineD3DVolumeTextureImpl_QueryInterface,
261 IWineD3DVolumeTextureImpl_AddRef,
262 IWineD3DVolumeTextureImpl_Release,
264 IWineD3DVolumeTextureImpl_GetParent,
265 IWineD3DVolumeTextureImpl_GetDevice,
266 IWineD3DVolumeTextureImpl_SetPrivateData,
267 IWineD3DVolumeTextureImpl_GetPrivateData,
268 IWineD3DVolumeTextureImpl_FreePrivateData,
269 IWineD3DVolumeTextureImpl_SetPriority,
270 IWineD3DVolumeTextureImpl_GetPriority,
271 IWineD3DVolumeTextureImpl_PreLoad,
272 IWineD3DVolumeTextureImpl_GetType,
274 IWineD3DVolumeTextureImpl_SetLOD,
275 IWineD3DVolumeTextureImpl_GetLOD,
276 IWineD3DVolumeTextureImpl_GetLevelCount,
277 IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
278 IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
279 IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
280 IWineD3DVolumeTextureImpl_SetDirty,
281 IWineD3DVolumeTextureImpl_GetDirty,
283 IWineD3DVolumeTextureImpl_BindTexture,
284 IWineD3DVolumeTextureImpl_UnBindTexture,
285 IWineD3DVolumeTextureImpl_GetTextureDimensions,
286 IWineD3DVolumeTextureImpl_ApplyStateChanges,
288 IWineD3DVolumeTextureImpl_GetLevelDesc,
289 IWineD3DVolumeTextureImpl_GetVolumeLevel,
290 IWineD3DVolumeTextureImpl_LockBox,
291 IWineD3DVolumeTextureImpl_UnlockBox,
292 IWineD3DVolumeTextureImpl_AddDirtyBox