/* * IDirect3DVolumeTexture8 implementation * * Copyright 2005 Oliver Stieber * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d8); static inline IDirect3DVolumeTexture8Impl *impl_from_IDirect3DVolumeTexture8(IDirect3DVolumeTexture8 *iface) { return CONTAINING_RECORD(iface, IDirect3DVolumeTexture8Impl, IDirect3DVolumeTexture8_iface); } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_QueryInterface(IDirect3DVolumeTexture8 *iface, REFIID riid, void **ppobj) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DResource8) || IsEqualGUID(riid, &IID_IDirect3DBaseTexture8) || IsEqualGUID(riid, &IID_IDirect3DVolumeTexture8)) { IUnknown_AddRef(iface); *ppobj = This; return S_OK; } WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj); *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(IDirect3DVolumeTexture8 *iface) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); ULONG ref = InterlockedIncrement(&This->ref); TRACE("%p increasing refcount to %u.\n", iface, ref); if (ref == 1) { IDirect3DDevice8_AddRef(This->parentDevice); wined3d_mutex_lock(); wined3d_texture_incref(This->wined3d_texture); wined3d_mutex_unlock(); } return ref; } static ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(IDirect3DVolumeTexture8 *iface) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); ULONG ref = InterlockedDecrement(&This->ref); TRACE("%p decreasing refcount to %u.\n", iface, ref); if (ref == 0) { IDirect3DDevice8 *parentDevice = This->parentDevice; wined3d_mutex_lock(); wined3d_texture_decref(This->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ IDirect3DDevice8_Release(parentDevice); } return ref; } /* IDirect3DVolumeTexture8 IDirect3DResource8 Interface follow: */ static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetDevice(IDirect3DVolumeTexture8 *iface, IDirect3DDevice8 **device) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); TRACE("iface %p, device %p.\n", iface, device); *device = This->parentDevice; IDirect3DDevice8_AddRef(*device); TRACE("Returning device %p.\n", *device); return D3D_OK; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_SetPrivateData(IDirect3DVolumeTexture8 *iface, REFGUID refguid, const void *pData, DWORD SizeOfData, DWORD Flags) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s, data %p, data_size %u, flags %#x.\n", iface, debugstr_guid(refguid), pData, SizeOfData, Flags); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(This->wined3d_texture); hr = wined3d_resource_set_private_data(resource, refguid, pData, SizeOfData, Flags); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetPrivateData(IDirect3DVolumeTexture8 *iface, REFGUID refguid, void *pData, DWORD *pSizeOfData) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s, data %p, data_size %p.\n", iface, debugstr_guid(refguid), pData, pSizeOfData); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(This->wined3d_texture); hr = wined3d_resource_get_private_data(resource, refguid, pData, pSizeOfData); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_FreePrivateData(IDirect3DVolumeTexture8 *iface, REFGUID refguid) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); struct wined3d_resource *resource; HRESULT hr; TRACE("iface %p, guid %s.\n", iface, debugstr_guid(refguid)); wined3d_mutex_lock(); resource = wined3d_texture_get_resource(This->wined3d_texture); hr = wined3d_resource_free_private_data(resource, refguid); wined3d_mutex_unlock(); return hr; } static DWORD WINAPI IDirect3DVolumeTexture8Impl_SetPriority(IDirect3DVolumeTexture8 *iface, DWORD PriorityNew) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); DWORD ret; TRACE("iface %p, priority %u.\n", iface, PriorityNew); wined3d_mutex_lock(); ret = wined3d_texture_set_priority(This->wined3d_texture, PriorityNew); wined3d_mutex_unlock(); return ret; } static DWORD WINAPI IDirect3DVolumeTexture8Impl_GetPriority(IDirect3DVolumeTexture8 *iface) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); DWORD ret; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); ret = wined3d_texture_get_priority(This->wined3d_texture); wined3d_mutex_unlock(); return ret; } static void WINAPI IDirect3DVolumeTexture8Impl_PreLoad(IDirect3DVolumeTexture8 *iface) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); TRACE("iface %p.\n", iface); wined3d_mutex_lock(); wined3d_texture_preload(This->wined3d_texture); wined3d_mutex_unlock(); } static D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture8Impl_GetType(IDirect3DVolumeTexture8 *iface) { TRACE("iface %p.\n", iface); return D3DRTYPE_VOLUMETEXTURE; } /* IDirect3DVolumeTexture8 IDirect3DBaseTexture8 Interface follow: */ static DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(IDirect3DVolumeTexture8 *iface, DWORD LODNew) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); DWORD ret; TRACE("iface %p, lod %u.\n", iface, LODNew); wined3d_mutex_lock(); ret = wined3d_texture_set_lod(This->wined3d_texture, LODNew); wined3d_mutex_unlock(); return ret; } static DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLOD(IDirect3DVolumeTexture8 *iface) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); DWORD ret; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); ret = wined3d_texture_get_lod(This->wined3d_texture); wined3d_mutex_unlock(); return ret; } static DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLevelCount(IDirect3DVolumeTexture8 *iface) { IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); DWORD ret; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); ret = wined3d_texture_get_level_count(This->wined3d_texture); wined3d_mutex_unlock(); return ret; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetLevelDesc(IDirect3DVolumeTexture8 *iface, UINT level, D3DVOLUME_DESC *desc) { IDirect3DVolumeTexture8Impl *texture = impl_from_IDirect3DVolumeTexture8(iface); struct wined3d_resource *sub_resource; HRESULT hr = D3D_OK; TRACE("iface %p, level %u, desc %p.\n", iface, level, desc); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) hr = D3DERR_INVALIDCALL; else { struct wined3d_resource_desc wined3d_desc; wined3d_resource_get_desc(sub_resource, &wined3d_desc); desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format); desc->Type = wined3d_desc.resource_type; desc->Usage = wined3d_desc.usage; desc->Pool = wined3d_desc.pool; desc->Size = wined3d_desc.size; desc->Width = wined3d_desc.width; desc->Height = wined3d_desc.height; desc->Depth = wined3d_desc.depth; } wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetVolumeLevel(IDirect3DVolumeTexture8 *iface, UINT level, IDirect3DVolume8 **volume) { IDirect3DVolumeTexture8Impl *texture = impl_from_IDirect3DVolumeTexture8(iface); struct wined3d_resource *sub_resource; TRACE("iface %p, level %u, volume %p.\n", iface, level, volume); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) { wined3d_mutex_unlock(); return D3DERR_INVALIDCALL; } *volume = wined3d_resource_get_parent(sub_resource); IDirect3DVolume8_AddRef(*volume); wined3d_mutex_unlock(); return D3D_OK; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_LockBox(IDirect3DVolumeTexture8 *iface, UINT level, D3DLOCKED_BOX *locked_box, const D3DBOX *box, DWORD flags) { IDirect3DVolumeTexture8Impl *texture = impl_from_IDirect3DVolumeTexture8(iface); struct wined3d_resource *sub_resource; HRESULT hr; TRACE("iface %p, level %u, locked_box %p, box %p, flags %#x.\n", iface, level, locked_box, box, flags); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) hr = D3DERR_INVALIDCALL; else hr = IDirect3DVolume8_LockBox((IDirect3DVolume8 *)wined3d_resource_get_parent(sub_resource), locked_box, box, flags); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_UnlockBox(IDirect3DVolumeTexture8 *iface, UINT level) { IDirect3DVolumeTexture8Impl *texture = impl_from_IDirect3DVolumeTexture8(iface); struct wined3d_resource *sub_resource; HRESULT hr; TRACE("iface %p, level %u.\n", iface, level); wined3d_mutex_lock(); if (!(sub_resource = wined3d_texture_get_sub_resource(texture->wined3d_texture, level))) hr = D3DERR_INVALIDCALL; else hr = IDirect3DVolume8_UnlockBox((IDirect3DVolume8 *)wined3d_resource_get_parent(sub_resource)); wined3d_mutex_unlock(); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(IDirect3DVolumeTexture8 *iface, const D3DBOX *dirty_box) { IDirect3DVolumeTexture8Impl *texture = impl_from_IDirect3DVolumeTexture8(iface); HRESULT hr; TRACE("iface %p, dirty_box %p.\n", iface, dirty_box); wined3d_mutex_lock(); hr = wined3d_texture_add_dirty_region(texture->wined3d_texture, 0, (const WINED3DBOX *)dirty_box); wined3d_mutex_unlock(); return hr; } static const IDirect3DVolumeTexture8Vtbl Direct3DVolumeTexture8_Vtbl = { /* IUnknown */ IDirect3DVolumeTexture8Impl_QueryInterface, IDirect3DVolumeTexture8Impl_AddRef, IDirect3DVolumeTexture8Impl_Release, /* IDirect3DResource8 */ IDirect3DVolumeTexture8Impl_GetDevice, IDirect3DVolumeTexture8Impl_SetPrivateData, IDirect3DVolumeTexture8Impl_GetPrivateData, IDirect3DVolumeTexture8Impl_FreePrivateData, IDirect3DVolumeTexture8Impl_SetPriority, IDirect3DVolumeTexture8Impl_GetPriority, IDirect3DVolumeTexture8Impl_PreLoad, IDirect3DVolumeTexture8Impl_GetType, /* IDirect3DBaseTexture8 */ IDirect3DVolumeTexture8Impl_SetLOD, IDirect3DVolumeTexture8Impl_GetLOD, IDirect3DVolumeTexture8Impl_GetLevelCount, /* IDirect3DVolumeTexture8 */ IDirect3DVolumeTexture8Impl_GetLevelDesc, IDirect3DVolumeTexture8Impl_GetVolumeLevel, IDirect3DVolumeTexture8Impl_LockBox, IDirect3DVolumeTexture8Impl_UnlockBox, IDirect3DVolumeTexture8Impl_AddDirtyBox }; static void STDMETHODCALLTYPE volumetexture_wined3d_object_destroyed(void *parent) { HeapFree(GetProcessHeap(), 0, parent); } static const struct wined3d_parent_ops d3d8_volumetexture_wined3d_parent_ops = { volumetexture_wined3d_object_destroyed, }; HRESULT volumetexture_init(IDirect3DVolumeTexture8Impl *texture, IDirect3DDevice8Impl *device, UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) { HRESULT hr; texture->IDirect3DVolumeTexture8_iface.lpVtbl = &Direct3DVolumeTexture8_Vtbl; texture->ref = 1; wined3d_mutex_lock(); hr = wined3d_texture_create_3d(device->wined3d_device, width, height, depth, levels, usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, texture, &d3d8_volumetexture_wined3d_parent_ops, &texture->wined3d_texture); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d volume texture, hr %#x.\n", hr); return hr; } texture->parentDevice = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(texture->parentDevice); return D3D_OK; }