static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
- IWineD3DVolumeTexture *texture;
DWORD active_sampler;
/* We don't need a specific texture unit, but after binding the texture the current unit is dirty.
IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
}
- if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
- IWineD3DVolumeTexture_BindTexture(texture, FALSE);
- IWineD3DVolumeTexture_Release(texture);
- } else {
- ERR("Volume should be part of a volume texture\n");
- }
+ IWineD3DVolumeTexture_BindTexture((IWineD3DVolumeTexture *)This->container, FALSE);
}
void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box)
}
}
+void volume_set_container(IWineD3DVolumeImpl *volume, struct IWineD3DVolumeTextureImpl *container)
+{
+ TRACE("volume %p, container %p.\n", volume, container);
+
+ volume->container = container;
+}
+
/* *******************************************
IWineD3DVolume IUnknown parts follow
******************************************* */
return InterlockedIncrement(&This->resource.ref);
}
+/* Do not call while under the GL lock. */
static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
- if (ref == 0) {
+
+ if (!ref)
+ {
resource_cleanup((IWineD3DResource *)iface);
This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
HeapFree(GetProcessHeap(), 0, This);
/* ****************************************************
IWineD3DVolume IWineD3DResource parts follow
**************************************************** */
-static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
- return resource_get_parent((IWineD3DResource *)iface, pParent);
+static void * WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface)
+{
+ TRACE("iface %p.\n", iface);
+
+ return ((IWineD3DVolumeImpl *)iface)->resource.parent;
}
static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return resource_get_priority((IWineD3DResource *)iface);
}
+/* Do not call while under the GL lock. */
static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
FIXME("iface %p stub!\n", iface);
}
-static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
- /* The whole content is shadowed on This->resource.allocatedMemory, and the
- * texture name is managed by the VolumeTexture container
- */
- TRACE("(%p): Nothing to do\n", iface);
+/* Do not call while under the GL lock. */
+static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface)
+{
+ TRACE("iface %p.\n", iface);
+
+ /* The whole content is shadowed on This->resource.allocatedMemory, and
+ * the texture name is managed by the VolumeTexture container. */
+
+ resource_unload((IWineD3DResourceImpl *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
return resource_get_type((IWineD3DResource *)iface);
}
-/* *******************************************
- IWineD3DVolume parts follow
- ******************************************* */
-static HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID riid, void** ppContainer) {
- IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
-
- TRACE("(This %p, riid %s, ppContainer %p)\n", This, debugstr_guid(riid), ppContainer);
-
- if (!ppContainer) {
- ERR("Called without a valid ppContainer.\n");
- return E_FAIL;
- }
-
- /* Although surfaces can be standalone, volumes can't */
- if (!This->container) {
- ERR("Volume without an container. Should not happen.\n");
- return E_FAIL;
- }
-
- TRACE("Relaying to QueryInterface\n");
- return IUnknown_QueryInterface(This->container, riid, ppContainer);
-}
-
-static HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
- IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
- TRACE("(%p) : copying into %p\n", This, pDesc);
-
- pDesc->Format = This->resource.format_desc->format;
- pDesc->Type = This->resource.resourceType;
- pDesc->Usage = This->resource.usage;
- pDesc->Pool = This->resource.pool;
- pDesc->Size = This->resource.size; /* dx8 only */
- pDesc->Width = This->currentDesc.Width;
- pDesc->Height = This->currentDesc.Height;
- pDesc->Depth = This->currentDesc.Depth;
-
- return WINED3D_OK;
+static void WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC *desc)
+{
+ IWineD3DVolumeImpl *volume = (IWineD3DVolumeImpl *)iface;
+
+ TRACE("iface %p, desc %p.\n", iface, desc);
+
+ desc->Format = volume->resource.format->id;
+ desc->Type = volume->resource.resourceType;
+ desc->Usage = volume->resource.usage;
+ desc->Pool = volume->resource.pool;
+ desc->Size = volume->resource.size; /* dx8 only */
+ desc->Width = volume->currentDesc.Width;
+ desc->Height = volume->currentDesc.Height;
+ desc->Depth = volume->currentDesc.Depth;
}
static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DLOCKED_BOX* pLockedVolume, CONST WINED3DBOX* pBox, DWORD Flags) {
/* fixme: should we really lock as such? */
TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
- pLockedVolume->RowPitch = This->resource.format_desc->byte_count * This->currentDesc.Width; /* Bytes / row */
- pLockedVolume->SlicePitch = This->resource.format_desc->byte_count
+ pLockedVolume->RowPitch = This->resource.format->byte_count * This->currentDesc.Width; /* Bytes / row */
+ pLockedVolume->SlicePitch = This->resource.format->byte_count
* This->currentDesc.Width * This->currentDesc.Height; /* Bytes / slice */
if (!pBox) {
TRACE("No box supplied - all is ok\n");
pLockedVolume->pBits = This->resource.allocatedMemory
+ (pLockedVolume->SlicePitch * pBox->Front) /* FIXME: is front < back or vica versa? */
+ (pLockedVolume->RowPitch * pBox->Top)
- + (pBox->Left * This->resource.format_desc->byte_count);
+ + (pBox->Left * This->resource.format->byte_count);
This->lockedBox.Left = pBox->Left;
This->lockedBox.Top = pBox->Top;
This->lockedBox.Front = pBox->Front;
if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
/* Don't dirtify */
- } else {
- /**
- * Dirtify on lock
- * as seen in msdn docs
- */
- volume_add_dirty_box(iface, &This->lockedBox);
-
- /** Dirtify Container if needed */
- if (NULL != This->container) {
-
- IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
- WINED3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
-
- if (containerType == WINED3DRTYPE_VOLUMETEXTURE) {
- IWineD3DBaseTextureImpl* pTexture = (IWineD3DBaseTextureImpl*) cont;
- pTexture->baseTexture.texture_rgb.dirty = TRUE;
- pTexture->baseTexture.texture_srgb.dirty = TRUE;
- } else {
- FIXME("Set dirty on container type %d\n", containerType);
- }
- }
+ }
+ else
+ {
+ volume_add_dirty_box(iface, &This->lockedBox);
+ This->container->baseTexture.texture_rgb.dirty = TRUE;
+ This->container->baseTexture.texture_srgb.dirty = TRUE;
}
This->locked = TRUE;
/* Internal use functions follow : */
-static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWineD3DBase* container) {
- IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
-
- TRACE("This %p, container %p\n", This, container);
-
- /* We can't keep a reference to the container, since the container already keeps a reference to us. */
-
- TRACE("Setting container to %p from %p\n", container, This->container);
- This->container = container;
-
- return WINED3D_OK;
-}
-
/* Context activation is done by the caller. */
static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode)
{
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
- const struct wined3d_format_desc *glDesc = This->resource.format_desc;
+ const struct wined3d_format *format = This->resource.format;
- TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(glDesc->format), glDesc->format);
+ TRACE("iface %p, level %u, srgb %#x, format %s (%#x).\n",
+ iface, gl_level, srgb_mode, debug_d3dformat(format->id), format->id);
volume_bind_and_dirtify(iface);
TRACE("Calling glTexImage3D %x level=%d, intfmt=%x, w=%d, h=%d,d=%d, 0=%d, glFmt=%x, glType=%x, Mem=%p\n",
- GL_TEXTURE_3D,
- gl_level,
- glDesc->glInternal,
- This->currentDesc.Width,
- This->currentDesc.Height,
- This->currentDesc.Depth,
- 0,
- glDesc->glFormat,
- glDesc->glType,
- This->resource.allocatedMemory);
+ GL_TEXTURE_3D, gl_level, format->glInternal, This->currentDesc.Width, This->currentDesc.Height,
+ This->currentDesc.Depth, 0, format->glFormat, format->glType, This->resource.allocatedMemory);
ENTER_GL();
- GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
- gl_level,
- glDesc->glInternal,
- This->currentDesc.Width,
- This->currentDesc.Height,
- This->currentDesc.Depth,
- 0,
- glDesc->glFormat,
- glDesc->glType,
- This->resource.allocatedMemory));
+ GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, gl_level, format->glInternal,
+ This->currentDesc.Width, This->currentDesc.Height, This->currentDesc.Depth,
+ 0, format->glFormat, format->glType, This->resource.allocatedMemory));
checkGLcall("glTexImage3D");
LEAVE_GL();
IWineD3DVolumeImpl_UnLoad,
IWineD3DVolumeImpl_GetType,
/* IWineD3DVolume */
- IWineD3DVolumeImpl_GetContainer,
IWineD3DVolumeImpl_GetDesc,
IWineD3DVolumeImpl_LockBox,
IWineD3DVolumeImpl_UnlockBox,
/* Internal interface */
IWineD3DVolumeImpl_LoadTexture,
- IWineD3DVolumeImpl_SetContainer
};
HRESULT volume_init(IWineD3DVolumeImpl *volume, IWineD3DDeviceImpl *device, UINT width,
- UINT height, UINT depth, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool,
- IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
+ UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
+ void *parent, const struct wined3d_parent_ops *parent_ops)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
- const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, gl_info);
+ const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
HRESULT hr;
if (!gl_info->supported[EXT_TEXTURE3D])
volume->lpVtbl = &IWineD3DVolume_Vtbl;
hr = resource_init((IWineD3DResource *)volume, WINED3DRTYPE_VOLUME, device,
- width * height * depth * format_desc->byte_count, usage, format_desc, pool, parent, parent_ops);
+ width * height * depth * format->byte_count, usage, format, pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize resource, returning %#x.\n", hr);