/* * 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); /* IDirect3DVolumeTexture8 IUnknown parts follow: */ static HRESULT WINAPI IDirect3DVolumeTexture8Impl_QueryInterface(LPDIRECT3DVOLUMETEXTURE8 iface, REFIID riid, LPVOID *ppobj) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; 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(LPDIRECT3DVOLUMETEXTURE8 iface) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef from %d\n", This, ref - 1); return ref; } static ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(LPDIRECT3DVOLUMETEXTURE8 iface) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p) : ReleaseRef to %d\n", This, ref); if (ref == 0) { EnterCriticalSection(&d3d8_cs); IWineD3DVolumeTexture_Destroy(This->wineD3DVolumeTexture, D3D8CB_DestroyVolume); LeaveCriticalSection(&d3d8_cs); IUnknown_Release(This->parentDevice); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* IDirect3DVolumeTexture8 IDirect3DResource8 Interface follow: */ static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetDevice(LPDIRECT3DVOLUMETEXTURE8 iface, IDirect3DDevice8 **ppDevice) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IDirect3DResource8Impl_GetDevice((LPDIRECT3DRESOURCE8) This, ppDevice); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_SetPrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DVolumeTexture_SetPrivateData(This->wineD3DVolumeTexture, refguid, pData, SizeOfData, Flags); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetPrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid, void *pData, DWORD *pSizeOfData) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DVolumeTexture_GetPrivateData(This->wineD3DVolumeTexture, refguid, pData, pSizeOfData); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_FreePrivateData(LPDIRECT3DVOLUMETEXTURE8 iface, REFGUID refguid) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DVolumeTexture_FreePrivateData(This->wineD3DVolumeTexture, refguid); LeaveCriticalSection(&d3d8_cs); return hr; } static DWORD WINAPI IDirect3DVolumeTexture8Impl_SetPriority(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD PriorityNew) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; DWORD ret; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); ret = IWineD3DVolumeTexture_SetPriority(This->wineD3DVolumeTexture, PriorityNew); LeaveCriticalSection(&d3d8_cs); return ret; } static DWORD WINAPI IDirect3DVolumeTexture8Impl_GetPriority(LPDIRECT3DVOLUMETEXTURE8 iface) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; DWORD ret; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); ret = IWineD3DVolumeTexture_GetPriority(This->wineD3DVolumeTexture); LeaveCriticalSection(&d3d8_cs); return ret; } static void WINAPI IDirect3DVolumeTexture8Impl_PreLoad(LPDIRECT3DVOLUMETEXTURE8 iface) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); IWineD3DVolumeTexture_PreLoad(This->wineD3DVolumeTexture); LeaveCriticalSection(&d3d8_cs); } static D3DRESOURCETYPE WINAPI IDirect3DVolumeTexture8Impl_GetType(LPDIRECT3DVOLUMETEXTURE8 iface) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; D3DRESOURCETYPE type; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); type = IWineD3DVolumeTexture_GetType(This->wineD3DVolumeTexture); LeaveCriticalSection(&d3d8_cs); return type; } /* IDirect3DVolumeTexture8 IDirect3DBaseTexture8 Interface follow: */ static DWORD WINAPI IDirect3DVolumeTexture8Impl_SetLOD(LPDIRECT3DVOLUMETEXTURE8 iface, DWORD LODNew) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; DWORD ret; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); ret = IWineD3DVolumeTexture_SetLOD(This->wineD3DVolumeTexture, LODNew); LeaveCriticalSection(&d3d8_cs); return ret; } static DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLOD(LPDIRECT3DVOLUMETEXTURE8 iface) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; DWORD ret; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); ret = IWineD3DVolumeTexture_GetLOD(This->wineD3DVolumeTexture); LeaveCriticalSection(&d3d8_cs); return ret; } static DWORD WINAPI IDirect3DVolumeTexture8Impl_GetLevelCount(LPDIRECT3DVOLUMETEXTURE8 iface) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; DWORD ret; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); ret = IWineD3DVolumeTexture_GetLevelCount(This->wineD3DVolumeTexture); LeaveCriticalSection(&d3d8_cs); return ret; } /* IDirect3DVolumeTexture8 Interface follow: */ static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetLevelDesc(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, D3DVOLUME_DESC* pDesc) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; WINED3DVOLUME_DESC wined3ddesc; UINT tmpInt = -1; HRESULT hr; TRACE("(%p) Relay\n", This); /* As d3d8 and d3d8 structures differ, pass in ptrs to where data needs to go */ wined3ddesc.Format = (WINED3DFORMAT *)&pDesc->Format; wined3ddesc.Type = (WINED3DRESOURCETYPE *)&pDesc->Type; wined3ddesc.Usage = &pDesc->Usage; wined3ddesc.Pool = (WINED3DPOOL *) &pDesc->Pool; wined3ddesc.Size = &tmpInt; wined3ddesc.Width = &pDesc->Width; wined3ddesc.Height = &pDesc->Height; wined3ddesc.Depth = &pDesc->Depth; EnterCriticalSection(&d3d8_cs); hr = IWineD3DVolumeTexture_GetLevelDesc(This->wineD3DVolumeTexture, Level, &wined3ddesc); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetVolumeLevel(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, IDirect3DVolume8 **ppVolumeLevel) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; HRESULT hrc = D3D_OK; IWineD3DVolume *myVolume = NULL; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hrc = IWineD3DVolumeTexture_GetVolumeLevel(This->wineD3DVolumeTexture, Level, &myVolume); if (hrc == D3D_OK && NULL != ppVolumeLevel) { IWineD3DVolumeTexture_GetParent(myVolume, (IUnknown **)ppVolumeLevel); IWineD3DVolumeTexture_Release(myVolume); } LeaveCriticalSection(&d3d8_cs); return hrc; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_LockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level, D3DLOCKED_BOX *pLockedVolume, CONST D3DBOX *pBox, DWORD Flags) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; HRESULT hr; TRACE("(%p) Relay %p %p %p %d\n", This, This->wineD3DVolumeTexture, pLockedVolume, pBox,Flags); EnterCriticalSection(&d3d8_cs); hr = IWineD3DVolumeTexture_LockBox(This->wineD3DVolumeTexture, Level, (WINED3DLOCKED_BOX *) pLockedVolume, (CONST WINED3DBOX *) pBox, Flags); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_UnlockBox(LPDIRECT3DVOLUMETEXTURE8 iface, UINT Level) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; HRESULT hr; TRACE("(%p) Relay %p %d\n", This, This->wineD3DVolumeTexture, Level); EnterCriticalSection(&d3d8_cs); hr = IWineD3DVolumeTexture_UnlockBox(This->wineD3DVolumeTexture, Level); LeaveCriticalSection(&d3d8_cs); return hr; } static HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(LPDIRECT3DVOLUMETEXTURE8 iface, CONST D3DBOX *pDirtyBox) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d8_cs); hr = IWineD3DVolumeTexture_AddDirtyBox(This->wineD3DVolumeTexture, (CONST WINED3DBOX *) pDirtyBox); LeaveCriticalSection(&d3d8_cs); return hr; } 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 };