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wine
wine-cw
Commits
97f320a7
Commit
97f320a7
authored
Jun 03, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Jun 03, 2009
Browse files
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Plain Diff
wined3d: Introduce volumetexture_init() to handle most of the volume texture initialization.
parent
9e69b86a
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
167 additions
and
129 deletions
+167
-129
device.c
dlls/wined3d/device.c
+6
-90
volumetexture.c
dlls/wined3d/volumetexture.c
+158
-38
wined3d_private.h
dlls/wined3d/wined3d_private.h
+3
-1
No files found.
dlls/wined3d/device.c
View file @
97f320a7
...
...
@@ -1121,47 +1121,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
WINED3DPOOL
Pool
,
IWineD3DVolumeTexture
**
ppVolumeTexture
,
IUnknown
*
parent
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
const
struct
GlPixelFormatDesc
*
format_desc
=
getFormatDescEntry
(
Format
,
&
This
->
adapter
->
gl_info
);
IWineD3DVolumeTextureImpl
*
object
;
unsigned
int
i
;
UINT
tmpW
;
UINT
tmpH
;
UINT
tmpD
;
HRESULT
hr
;
/* TODO: It should only be possible to create textures for formats
that are reported as supported */
if
(
WINED3DFMT_UNKNOWN
>=
Format
)
{
WARN
(
"(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN
\n
"
,
This
);
return
WINED3DERR_INVALIDCALL
;
}
if
(
!
GL_SUPPORT
(
EXT_TEXTURE3D
))
{
WARN
(
"(%p) : Texture cannot be created - no volume texture support
\n
"
,
This
);
return
WINED3DERR_INVALIDCALL
;
}
/* Calculate levels for mip mapping */
if
(
Usage
&
WINED3DUSAGE_AUTOGENMIPMAP
)
{
if
(
!
GL_SUPPORT
(
SGIS_GENERATE_MIPMAP
))
{
WARN
(
"No mipmap generation support, returning D3DERR_INVALIDCALL
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
if
(
Levels
>
1
)
{
WARN
(
"D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
Levels
=
1
;
}
else
if
(
!
Levels
)
{
Levels
=
wined3d_log2i
(
max
(
max
(
Width
,
Height
),
Depth
))
+
1
;
TRACE
(
"Calculated levels = %d
\n
"
,
Levels
);
}
TRACE
(
"(%p) : W(%u) H(%u) D(%u), Lvl(%u) Usage(%#x), Fmt(%u,%s), Pool(%s)
\n
"
,
This
,
Width
,
Height
,
Depth
,
Levels
,
Usage
,
Format
,
debug_d3dformat
(
Format
),
debug_d3dpool
(
Pool
));
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
...
...
@@ -1172,66 +1136,18 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
}
object
->
lpVtbl
=
&
IWineD3DVolumeTexture_Vtbl
;
hr
=
basetexture_init
((
IWineD3DBaseTextureImpl
*
)
object
,
Levels
,
WINED3DRTYPE_VOLUMETEXTURE
,
This
,
0
,
Usage
,
format_desc
,
Pool
,
parent
);
hr
=
volumetexture_init
(
object
,
Width
,
Height
,
Depth
,
Levels
,
This
,
Usage
,
Format
,
Pool
,
parent
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize
bas
etexture, returning %#x
\n
"
,
hr
);
WARN
(
"Failed to initialize
volum
etexture, returning %#x
\n
"
,
hr
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
*
ppVolumeTexture
=
NULL
;
return
hr
;
}
TRACE
(
"(%p) : Created basetexture %p
\n
"
,
This
,
object
);
TRACE
(
"(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)
\n
"
,
This
,
Width
,
Height
,
Depth
,
Levels
,
Usage
,
Format
,
debug_d3dformat
(
Format
),
debug_d3dpool
(
Pool
));
/* Is NP2 support for volumes needed? */
object
->
baseTexture
.
pow2Matrix
[
0
]
=
1
.
0
;
object
->
baseTexture
.
pow2Matrix
[
5
]
=
1
.
0
;
object
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
;
object
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
;
if
(
object
->
resource
.
format_desc
->
Flags
&
WINED3DFMT_FLAG_FILTERING
)
{
object
->
baseTexture
.
minMipLookup
=
minMipLookup
;
object
->
baseTexture
.
magLookup
=
magLookup
;
}
else
{
object
->
baseTexture
.
minMipLookup
=
minMipLookup_noFilter
;
object
->
baseTexture
.
magLookup
=
magLookup_noFilter
;
}
/* Generate all the surfaces */
tmpW
=
Width
;
tmpH
=
Height
;
tmpD
=
Depth
;
for
(
i
=
0
;
i
<
object
->
baseTexture
.
levels
;
i
++
)
{
HRESULT
hr
;
/* Create the volume */
hr
=
IWineD3DDeviceParent_CreateVolume
(
This
->
device_parent
,
parent
,
tmpW
,
tmpH
,
tmpD
,
Format
,
Pool
,
Usage
,
&
object
->
volumes
[
i
]);
if
(
FAILED
(
hr
))
{
ERR
(
"Creating a volume for the volume texture failed(%08x)
\n
"
,
hr
);
IWineD3DVolumeTexture_Release
((
IWineD3DVolumeTexture
*
)
object
);
*
ppVolumeTexture
=
NULL
;
return
hr
;
}
/* Set its container to this object */
IWineD3DVolume_SetContainer
(
object
->
volumes
[
i
],
(
IWineD3DBase
*
)
object
);
/* calculate the next mipmap level */
tmpW
=
max
(
1
,
tmpW
>>
1
);
tmpH
=
max
(
1
,
tmpH
>>
1
);
tmpD
=
max
(
1
,
tmpD
>>
1
);
}
object
->
baseTexture
.
internal_preload
=
volumetexture_internal_preload
;
TRACE
(
"(%p) : Created volume texture %p.
\n
"
,
This
,
object
);
*
ppVolumeTexture
=
(
IWineD3DVolumeTexture
*
)
object
;
*
ppVolumeTexture
=
(
IWineD3DVolumeTexture
*
)
object
;
TRACE
(
"(%p) : Created volume texture %p
\n
"
,
This
,
object
);
return
WINED3D_OK
;
}
...
...
dlls/wined3d/volumetexture.c
View file @
97f320a7
...
...
@@ -24,7 +24,57 @@
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_texture
);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
#define GLINFO_LOCATION (*gl_info)
static
void
volumetexture_internal_preload
(
IWineD3DBaseTexture
*
iface
,
enum
WINED3DSRGB
srgb
)
{
/* Override the IWineD3DResource Preload method. */
IWineD3DVolumeTextureImpl
*
This
=
(
IWineD3DVolumeTextureImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
const
WineD3D_GL_Info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
BOOL
srgb_mode
=
This
->
baseTexture
.
is_srgb
;
BOOL
srgb_was_toggled
=
FALSE
;
unsigned
int
i
;
TRACE
(
"(%p) : About to load texture.
\n
"
,
This
);
if
(
!
device
->
isInDraw
)
{
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
else
if
(
GL_SUPPORT
(
EXT_TEXTURE_SRGB
)
&&
This
->
baseTexture
.
bindCount
>
0
)
{
srgb_mode
=
device
->
stateBlock
->
samplerState
[
This
->
baseTexture
.
sampler
][
WINED3DSAMP_SRGBTEXTURE
];
srgb_was_toggled
=
This
->
baseTexture
.
is_srgb
!=
srgb_mode
;
This
->
baseTexture
.
is_srgb
=
srgb_mode
;
}
/* If the texture is marked dirty or the srgb sampler setting has changed
* since the last load then reload the volumes. */
if
(
This
->
baseTexture
.
dirty
)
{
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
++
i
)
{
IWineD3DVolume_LoadTexture
(
This
->
volumes
[
i
],
i
,
srgb_mode
);
}
}
else
if
(
srgb_was_toggled
)
{
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
++
i
)
{
volume_add_dirty_box
(
This
->
volumes
[
i
],
NULL
);
IWineD3DVolume_LoadTexture
(
This
->
volumes
[
i
],
i
,
srgb_mode
);
}
}
else
{
TRACE
(
"(%p) Texture not dirty, nothing to do.
\n
"
,
iface
);
}
/* No longer dirty */
This
->
baseTexture
.
dirty
=
FALSE
;
}
static
void
volumetexture_cleanup
(
IWineD3DVolumeTextureImpl
*
This
,
D3DCB_DESTROYVOLUMEFN
volume_destroy_cb
)
{
...
...
@@ -46,9 +96,116 @@ static void volumetexture_cleanup(IWineD3DVolumeTextureImpl *This, D3DCB_DESTROY
basetexture_cleanup
((
IWineD3DBaseTexture
*
)
This
);
}
HRESULT
volumetexture_init
(
IWineD3DVolumeTextureImpl
*
texture
,
UINT
width
,
UINT
height
,
UINT
depth
,
UINT
levels
,
IWineD3DDeviceImpl
*
device
,
DWORD
usage
,
WINED3DFORMAT
format
,
WINED3DPOOL
pool
,
IUnknown
*
parent
)
{
const
WineD3D_GL_Info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
const
struct
GlPixelFormatDesc
*
format_desc
=
getFormatDescEntry
(
format
,
gl_info
);
UINT
tmp_w
,
tmp_h
,
tmp_d
;
unsigned
int
i
;
HRESULT
hr
;
/* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
if
(
WINED3DFMT_UNKNOWN
>=
format
)
{
WARN
(
"(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.
\n
"
,
texture
);
return
WINED3DERR_INVALIDCALL
;
}
if
(
!
GL_SUPPORT
(
EXT_TEXTURE3D
))
{
WARN
(
"(%p) : Texture cannot be created - no volume texture support.
\n
"
,
texture
);
return
WINED3DERR_INVALIDCALL
;
}
/* Calculate levels for mip mapping. */
if
(
usage
&
WINED3DUSAGE_AUTOGENMIPMAP
)
{
if
(
!
GL_SUPPORT
(
SGIS_GENERATE_MIPMAP
))
{
WARN
(
"No mipmap generation support, returning D3DERR_INVALIDCALL.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
if
(
levels
>
1
)
{
WARN
(
"D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL.
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
levels
=
1
;
}
else
if
(
!
levels
)
{
levels
=
wined3d_log2i
(
max
(
max
(
width
,
height
),
depth
))
+
1
;
TRACE
(
"Calculated levels = %u.
\n
"
,
levels
);
}
hr
=
basetexture_init
((
IWineD3DBaseTextureImpl
*
)
texture
,
levels
,
WINED3DRTYPE_VOLUMETEXTURE
,
device
,
0
,
usage
,
format_desc
,
pool
,
parent
);
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to initialize basetexture, returning %#x.
\n
"
,
hr
);
return
hr
;
}
if
(
texture
->
resource
.
format_desc
->
Flags
&
WINED3DFMT_FLAG_FILTERING
)
{
texture
->
baseTexture
.
minMipLookup
=
minMipLookup
;
texture
->
baseTexture
.
magLookup
=
magLookup
;
}
else
{
texture
->
baseTexture
.
minMipLookup
=
minMipLookup_noFilter
;
texture
->
baseTexture
.
magLookup
=
magLookup_noFilter
;
}
/* Is NP2 support for volumes needed? */
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
;
/* Generate all the surfaces. */
tmp_w
=
width
;
tmp_h
=
height
;
tmp_d
=
depth
;
for
(
i
=
0
;
i
<
texture
->
baseTexture
.
levels
;
++
i
)
{
/* Create the volume. */
hr
=
IWineD3DDeviceParent_CreateVolume
(
device
->
device_parent
,
parent
,
tmp_w
,
tmp_h
,
tmp_d
,
format
,
pool
,
usage
,
&
texture
->
volumes
[
i
]);
if
(
FAILED
(
hr
))
{
ERR
(
"Creating a volume for the volume texture failed, hr %#x.
\n
"
,
hr
);
texture
->
volumes
[
i
]
=
NULL
;
volumetexture_cleanup
(
texture
,
D3DCB_DefaultDestroyVolume
);
return
hr
;
}
/* Set its container to this texture. */
IWineD3DVolume_SetContainer
(
texture
->
volumes
[
i
],
(
IWineD3DBase
*
)
texture
);
/* Calculate the next mipmap level. */
tmp_w
=
max
(
1
,
tmp_w
>>
1
);
tmp_h
=
max
(
1
,
tmp_h
>>
1
);
tmp_d
=
max
(
1
,
tmp_d
>>
1
);
}
texture
->
baseTexture
.
internal_preload
=
volumetexture_internal_preload
;
return
WINED3D_OK
;
}
#undef GLINFO_LOCATION
/* *******************************************
IWineD3DTexture IUnknown parts follow
******************************************* */
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
static
HRESULT
WINAPI
IWineD3DVolumeTextureImpl_QueryInterface
(
IWineD3DVolumeTexture
*
iface
,
REFIID
riid
,
LPVOID
*
ppobj
)
{
IWineD3DVolumeTextureImpl
*
This
=
(
IWineD3DVolumeTextureImpl
*
)
iface
;
...
...
@@ -110,43 +267,6 @@ static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture
return
resource_get_priority
((
IWineD3DResource
*
)
iface
);
}
void
volumetexture_internal_preload
(
IWineD3DBaseTexture
*
iface
,
enum
WINED3DSRGB
srgb
)
{
/* Overrider the IWineD3DResource Preload method */
unsigned
int
i
;
IWineD3DVolumeTextureImpl
*
This
=
(
IWineD3DVolumeTextureImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
wineD3DDevice
;
BOOL
srgb_mode
=
This
->
baseTexture
.
is_srgb
;
BOOL
srgb_was_toggled
=
FALSE
;
TRACE
(
"(%p) : About to load texture
\n
"
,
This
);
if
(
!
device
->
isInDraw
)
{
ActivateContext
(
device
,
device
->
lastActiveRenderTarget
,
CTXUSAGE_RESOURCELOAD
);
}
else
if
(
GL_SUPPORT
(
EXT_TEXTURE_SRGB
)
&&
This
->
baseTexture
.
bindCount
>
0
)
{
srgb_mode
=
device
->
stateBlock
->
samplerState
[
This
->
baseTexture
.
sampler
][
WINED3DSAMP_SRGBTEXTURE
];
srgb_was_toggled
=
This
->
baseTexture
.
is_srgb
!=
srgb_mode
;
This
->
baseTexture
.
is_srgb
=
srgb_mode
;
}
/* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
if
(
This
->
baseTexture
.
dirty
)
{
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
IWineD3DVolume_LoadTexture
(
This
->
volumes
[
i
],
i
,
srgb_mode
);
}
else
if
(
srgb_was_toggled
)
{
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
{
volume_add_dirty_box
(
This
->
volumes
[
i
],
NULL
);
IWineD3DVolume_LoadTexture
(
This
->
volumes
[
i
],
i
,
srgb_mode
);
}
}
else
{
TRACE
(
"(%p) Texture not dirty, nothing to do
\n
"
,
iface
);
}
/* No longer dirty */
This
->
baseTexture
.
dirty
=
FALSE
;
return
;
}
static
void
WINAPI
IWineD3DVolumeTextureImpl_PreLoad
(
IWineD3DVolumeTexture
*
iface
)
{
volumetexture_internal_preload
((
IWineD3DBaseTexture
*
)
iface
,
SRGB_ANY
);
}
...
...
dlls/wined3d/wined3d_private.h
View file @
97f320a7
...
...
@@ -1712,7 +1712,6 @@ typedef struct IWineD3DBaseTextureClass
void
(
*
internal_preload
)(
IWineD3DBaseTexture
*
iface
,
enum
WINED3DSRGB
srgb
);
}
IWineD3DBaseTextureClass
;
void
volumetexture_internal_preload
(
IWineD3DBaseTexture
*
iface
,
enum
WINED3DSRGB
srgb
);
void
surface_internal_preload
(
IWineD3DSurface
*
iface
,
enum
WINED3DSRGB
srgb
);
typedef
struct
IWineD3DBaseTextureImpl
...
...
@@ -1833,6 +1832,9 @@ typedef struct IWineD3DVolumeTextureImpl
extern
const
IWineD3DVolumeTextureVtbl
IWineD3DVolumeTexture_Vtbl
;
HRESULT
volumetexture_init
(
IWineD3DVolumeTextureImpl
*
texture
,
UINT
width
,
UINT
height
,
UINT
depth
,
UINT
levels
,
IWineD3DDeviceImpl
*
device
,
DWORD
usage
,
WINED3DFORMAT
format
,
WINED3DPOOL
pool
,
IUnknown
*
parent
);
typedef
struct
_WINED3DSURFACET_DESC
{
WINED3DMULTISAMPLE_TYPE
MultiSampleType
;
...
...
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