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/*
* 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;
}