wined3d: Add an IWineD3DDeviceParent interface.
[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 resource_get_device((IWineD3DResource *)iface, ppDevice);
71 }
72
73 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
74     return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
75 }
76
77 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
78     return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
79 }
80
81 static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
82     return resource_free_private_data((IWineD3DResource *)iface, refguid);
83 }
84
85 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
86     return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
87 }
88
89 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
90     return resource_get_priority((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
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             volume_add_dirty_box(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
129     /* No longer dirty */
130     This->baseTexture.dirty = FALSE;
131
132     return ;
133 }
134
135 static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface) {
136     unsigned int i;
137     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
138     TRACE("(%p)\n", This);
139
140     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
141      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
142      * surface is fine
143      */
144     for (i = 0; i < This->baseTexture.levels; i++) {
145         IWineD3DVolume_UnLoad(This->volumes[i]);
146     }
147
148     basetexture_unload((IWineD3DBaseTexture *)iface);
149 }
150
151 static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
152     return resource_get_type((IWineD3DResource *)iface);
153 }
154
155 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
156     return resource_get_parent((IWineD3DResource *)iface, pParent);
157 }
158
159 /* ******************************************************
160    IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
161    ****************************************************** */
162 static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
163     return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
164 }
165
166 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
167     return basetexture_get_lod((IWineD3DBaseTexture *)iface);
168 }
169
170 static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
171     return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
172 }
173
174 static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
175   return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
176 }
177
178 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
179   return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
180 }
181
182 static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
183     basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
184 }
185
186 /* Internal function, No d3d mapping */
187 static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
188     return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
189 }
190
191 static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
192     return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
193 }
194
195 static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
196     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
197     TRACE("(%p) : relay to BaseTexture\n", This);
198     return basetexture_bind((IWineD3DBaseTexture *)iface);
199 }
200
201 static UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
202     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
203     TRACE("(%p)\n", This);
204     return GL_TEXTURE_3D;
205 }
206
207 static BOOL WINAPI IWineD3DVolumeTextureImpl_IsCondNP2(IWineD3DVolumeTexture *iface) {
208     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
209     TRACE("(%p)\n", This);
210
211     return FALSE;
212 }
213
214 static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTexture *iface,
215                                                         const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
216                                                         const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
217     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
218     TRACE("(%p) : nothing to do, passing to base texture\n", This);
219     basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
220 }
221
222
223 /* *******************************************
224    IWineD3DVolumeTexture IWineD3DVolumeTexture parts follow
225    ******************************************* */
226 static void WINAPI IWineD3DVolumeTextureImpl_Destroy(IWineD3DVolumeTexture *iface, D3DCB_DESTROYVOLUMEFN D3DCB_DestroyVolume) {
227     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
228     int i;
229     TRACE("(%p) : Cleaning up\n",This);
230     for (i = 0; i < This->baseTexture.levels; i++) {
231         if (This->volumes[i] != NULL) {
232             /* Cleanup the container */
233             IWineD3DVolume_SetContainer(This->volumes[i], 0);
234             D3DCB_DestroyVolume(This->volumes[i]);
235         }
236     }
237     basetexture_cleanup((IWineD3DBaseTexture *)iface);
238     HeapFree(GetProcessHeap(), 0, This);
239 }
240
241 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTexture *iface, UINT Level,WINED3DVOLUME_DESC *pDesc) {
242     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
243     if (Level < This->baseTexture.levels) {
244         TRACE("(%p) Level (%d)\n", This, Level);
245         return IWineD3DVolume_GetDesc(This->volumes[Level], pDesc);
246     } else {
247         WARN("(%p) Level (%d)\n", This, Level);
248     }
249     return WINED3D_OK;
250 }
251 static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTexture *iface, UINT Level, IWineD3DVolume** ppVolumeLevel) {
252     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
253     if (Level < This->baseTexture.levels) {
254       *ppVolumeLevel = This->volumes[Level];
255       IWineD3DVolume_AddRef(*ppVolumeLevel);
256       TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
257     } else {
258       WARN("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
259       return WINED3DERR_INVALIDCALL;
260     }
261     return WINED3D_OK;
262
263 }
264 static HRESULT WINAPI IWineD3DVolumeTextureImpl_LockBox(IWineD3DVolumeTexture *iface, UINT Level, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
265     HRESULT hr;
266     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
267
268     if (Level < This->baseTexture.levels) {
269       hr = IWineD3DVolume_LockBox(This->volumes[Level], pLockedVolume, pBox, Flags);
270       TRACE("(%p) Level (%d) success(%u)\n", This, Level, hr);
271
272     } else {
273       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
274       return WINED3DERR_INVALIDCALL;
275     }
276     return hr;
277 }
278
279 static HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface, UINT Level) {
280     HRESULT hr;
281     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
282
283     if (Level < This->baseTexture.levels) {
284       hr = IWineD3DVolume_UnlockBox(This->volumes[Level]);
285       TRACE("(%p) -> level(%d) success(%u)\n", This, Level, hr);
286
287     } else {
288       FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
289       return WINED3DERR_INVALIDCALL;
290     }
291     return hr;
292 }
293
294 static HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST WINED3DBOX* pDirtyBox) {
295     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
296     This->baseTexture.dirty = TRUE;
297     TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
298     volume_add_dirty_box(This->volumes[0], pDirtyBox);
299
300     return WINED3D_OK;
301 }
302
303 const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl =
304 {
305     /* IUnknown */
306     IWineD3DVolumeTextureImpl_QueryInterface,
307     IWineD3DVolumeTextureImpl_AddRef,
308     IWineD3DVolumeTextureImpl_Release,
309     /* resource */
310     IWineD3DVolumeTextureImpl_GetParent,
311     IWineD3DVolumeTextureImpl_GetDevice,
312     IWineD3DVolumeTextureImpl_SetPrivateData,
313     IWineD3DVolumeTextureImpl_GetPrivateData,
314     IWineD3DVolumeTextureImpl_FreePrivateData,
315     IWineD3DVolumeTextureImpl_SetPriority,
316     IWineD3DVolumeTextureImpl_GetPriority,
317     IWineD3DVolumeTextureImpl_PreLoad,
318     IWineD3DVolumeTextureImpl_UnLoad,
319     IWineD3DVolumeTextureImpl_GetType,
320     /* BaseTexture */
321     IWineD3DVolumeTextureImpl_SetLOD,
322     IWineD3DVolumeTextureImpl_GetLOD,
323     IWineD3DVolumeTextureImpl_GetLevelCount,
324     IWineD3DVolumeTextureImpl_SetAutoGenFilterType,
325     IWineD3DVolumeTextureImpl_GetAutoGenFilterType,
326     IWineD3DVolumeTextureImpl_GenerateMipSubLevels,
327     IWineD3DVolumeTextureImpl_SetDirty,
328     IWineD3DVolumeTextureImpl_GetDirty,
329     /* not in d3d */
330     IWineD3DVolumeTextureImpl_BindTexture,
331     IWineD3DVolumeTextureImpl_GetTextureDimensions,
332     IWineD3DVolumeTextureImpl_IsCondNP2,
333     IWineD3DVolumeTextureImpl_ApplyStateChanges,
334     /* volume texture */
335     IWineD3DVolumeTextureImpl_Destroy,
336     IWineD3DVolumeTextureImpl_GetLevelDesc,
337     IWineD3DVolumeTextureImpl_GetVolumeLevel,
338     IWineD3DVolumeTextureImpl_LockBox,
339     IWineD3DVolumeTextureImpl_UnlockBox,
340     IWineD3DVolumeTextureImpl_AddDirtyBox
341 };